LISTSKILLS

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Skills

Skill Help

A Bard Skill

===a Bard Skill===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

A Cure

===A Cure===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Items Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Abandon Ship

===Abandon Ship===
Domain: Sea Travel
Available: Sailor(4)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Movement (100)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: ABANDONSHIP
Usage: ABANDONSHIP
Examples: abandonship
Description: During ship combat, the sailor can summon all his or her skill and training into a panicked rush of life-and-property-saving action. The sailor will gather up any life boats on the ship, load them with as much cargo as they will hold, load them up with enough crew as skill allows, jump into a boat, launch the boats, and order the floatilla on a break-neck paced retreat. If the ship has no life boats, then the sailor will simply throw some number of crew overboard and then jump themselves. The sailor will have no movement remaining afterwards.

Abiding Aura

===Abiding Aura===
Domain: Holy Protection
Available: Paladin(25)
Allows: Protecting
UseCost: Mana (75)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This powerful paladin aura holds back the death of the paladin's nearby allies for a few seconds. From the moment the aura prevents a death, that person has 10 seconds to get above 10 percent of their health before the delayed death finally occurs. In the meantime, so long as he or she remains in the paladin's presence, death will not occur.

Above The Law

===Above The Law===
Domain: Legal
Available: Oracle(25)
Allows: Legal Lore
UseCost: Mana (75)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Some people, Oracles for instance, are so beloved and respected in their home cities that they are instantly forgiven any crimes they might commit.

Accuse

===Accuse===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: ACCUSE
Usage: ACCUSE "PLAYER NAME" "crime description" ("SENTENCE NUM") (!)
Examples: accuse gunther making me mad

accuse joe of being joe 7 !

Description: From anywhere on the map, the player with this skill can cause the target player to be accused of a crime in either the area they are currently in, their starting area, or the area the accuser is in, depending on what's available when the skill is used. This will cause the law in that area to go after the target player. The default sentence is prison time, but this can be lowered or raised by specifying a number from 0 (warning) to 10 (death) at the end. An exclamation mark may be optionally also added to do a worldwide announcement.

Acidbreath

===Acidbreath===
Domain: Racial Ability
Available:
Allows: Terranalist
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 10
Commands: ACIDBREATH
Usage: ACIDBREATH "TARGET"
Examples:
Description: Example : acidbreath bob

Ad Lib

===Ad Lib===
Domain: Theatre
Available: Charlatan(22)
Allows: Acting
UseCost: Mana (36) Movement (36)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: ADLIB
Usage: ADLIB "TARGET"
Examples: adlib bob
Description: The bard begins watching the target carefully. If the target uses a skill that is unknown to the bard within the short time of this effect, even if it is not one the bard is capable of learning, the bard will immediately attempt to ad-lib the skill towards the exact same target, and at the same proficiency. If either leaves the room, or the short time limit runs out, the effect just quietly ends.

All Breathing

===All Breathing===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Params :

Example :

Desc. :

Allows the mob to breath in any conditions or environments. Great for golems and other non-breathing creatures.

All Defence

===All Defence===
Domain: Evasive
Available: Minstrel(22) Paladin(11)
Allows: Evasively
UseCost: Movement (61)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: DEFENCE
Usage: DEFENCE
Examples: defence
Description: 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.

Amputation

===Amputation===
Domain: Anatomy
Available: Gaoler(30)
Allows: Anatomy
UseCost: Mana (40) Movement (40)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: AMPUTATE
Usage: AMPUTATE "TARGET NAME" "PART"
Examples: amputate orc arm
Description: 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.

an ability

===an ability===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Items Creatures Exits Rooms
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

an ability

===an ability===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

an ability

===an ability===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Items Creatures Exits Rooms
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

An Antidote

===An Antidote===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Items Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

an Archon Skill

===an Archon Skill===
Domain: Archon
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Animal Frenzy

===Animal Frenzy===
Domain: Animal Affinity
Available: Ranger(30)
Allows: Animal Affinity
UseCost: Mana (80)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: All animal followers of the ranger gain amazing attack feats, and up to quadruple damage bonuses.

Aquatic Pass

===Aquatic Pass===
Domain: Stealthy
Available: Mer(1)
Allows: Stealthy
UseCost: Mana (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: AQUAPASS, APASS
Usage: AQUAPASS "DIRECTION"
Examples: aquapass east
Description: This skill allows the druid to move silently and almost invisibly from place to place while traveling in aquatic areas. Moreover, this skill allows the Druid to pass into locked dwellings, if those dwellings are located in the watery domain.

Armor Familiarity

===Armor Familiarity===
Domain: Armor Use
Available:
Allows: Armor Optimizing
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with armor they have crafted themselves, gaining an armor bonus from wearing the product of their own hands.

Armor Specialization

===Armor Specialization===
Domain: Armor Use
Available: Barbarian(1) Fighter(1) Monk(1) Paladin(1) Ranger(1)
Allows: Weaponsmithing Armor Optimizing Armor Focus
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is an expert at getting the most from armor. This allows a small bonus per piece of armor worn, and with the use of focus expertise, can permit higher level armor to be worn.

Armor Tweaking

===Armor Tweaking===
Domain: Armor Use
Available: Barbarian(9) Fighter(2) Monk(5) Paladin(3) Ranger(4)
Allows: Armor Optimizing
UseCost: Mana (52)
Quality: Always Beneficial
Targets: Items
Range: Touch, or not applicable
Commands: ARMORTWEAK, TWEAK
Usage: TWEAK "ARMOR PIECE"
Examples: tweak leggings
Description: 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.

Arrest

===Arrest===
Domain: Legal
Available: Gaoler(19)
Allows: Legal Lore
UseCost: Movement (69)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: ARREST
Usage: ARREST "TARGET NAME"
Examples: arrest orc
Description: 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 other recourse is to turn the prisoner over to a cityguard.

Arresting Sap

===Arresting Sap===
Domain: Legal
Available: Gaoler(12)
Allows: Legal Lore
UseCost: Movement (62)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: ASAP
Usage: ASAP "TARGET NAME"
Examples: asap orc
Description: If the target has warrants out in the area, this skill will knock them out so that they can be cuffed for transport to the judge for trial. The Handcuff or Bind skill is required to cuff them, and the Collect Bounty skill is required to turn the prisoner over to the judge. Otherwise, your other recourse is to turn the prisoner over to a cityguard.

Atemi Strike

===Atemi Strike===
Domain: Punching
Available: Monk(30)
Allows: Iron Punching Combat Fluidity
UseCost: Movement (100)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: ATEMI
Usage: ATEMI "TARGET NAME"
Examples: atemi orc
Description: The Monk delivers a lethal, deadly, and powerful strike to the target. Some time later, the target WILL die.

AutoBash

===AutoBash===
Domain: Shield Use
Available: Fighter(20)
Allows: Shield Using
UseCost: Movement (70)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: AUTOBASH
Usage: AUTOBASH
Examples: autobash
Description: 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.

AutoClimb

===AutoClimb===
Domain: Fitness
Available: Abjurer(18) Alterer(18) Arcanist(18) Artisan(1) Assassin(18) Barbarian(18) Bard(18) Beastmaster(18) Burglar(18) Charlatan(18) Cleric(18) Conjurer(18) Delver(18) Diviner(18) Doomsayer(18) Druid(18) Enchanter(18) Evoker(18) Fighter(18) Gaian(18) Gaoler(18) Healer(18) Illusionist(18) Jester(18) Mage(18) Mer(18) Minstrel(18) Missionary(18) Monk(18) Necromancer(18) Ninja(6) Oracle(18) Paladin(18) Pirate(18) Dancer(18) Purist(18) Ranger(18) Sailor(18) Scholar(18) Shaman(18) SkyWatcher(18) Templar(18) Thief(18) Transmuter(18) Trapper(18) Wizard(18)
Allows: Strategic Retreat Fitness
UseCost: Movement (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: AUTOCLIMB
Usage: AUTOCLIMB
Examples:
Description: The player begins climbing around whenever they move. By turning this on, the player uses half their normal movement cost for climbing. Enter AUTOCLIMB again to turn it off.

AutoCrawl

===AutoCrawl===
Domain: Fitness
Available: Abjurer(8) Alterer(8) Arcanist(8) Artisan(1) Assassin(8) Barbarian(8) Bard(8) Beastmaster(8) Burglar(8) Charlatan(8) Cleric(8) Conjurer(8) Delver(8) Diviner(8) Doomsayer(8) Druid(8) Enchanter(8) Evoker(8) Fighter(8) Gaian(8) Gaoler(8) Healer(8) Illusionist(8) Jester(8) Mage(8) Mer(8) Minstrel(8) Missionary(8) Monk(8) Necromancer(8) Ninja(5) Oracle(8) Paladin(8) Pirate(8) Dancer(8) Purist(8) Ranger(8) Sailor(8) Scholar(8) Shaman(8) SkyWatcher(8) Templar(8) Thief(8) Transmuter(8) Trapper(8) Wizard(8)
Allows: Strategic Retreat Fitness
UseCost: Movement (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: AUTOCRAWL
Usage: AUTOCRAWL
Examples:
Description: The player begins crawling around whenever they move. By turning this on, the player uses half their normal movement cost for crawling. Enter AUTOCRAWL again to turn it off.

AutoSwim

===AutoSwim===
Domain: Fitness
Available: Abjurer(8) Alterer(8) Arcanist(8) Artisan(1) Assassin(8) Barbarian(8) Bard(8) Beastmaster(8) Burglar(8) Charlatan(8) Cleric(8) Conjurer(8) Delver(8) Diviner(8) Doomsayer(8) Druid(8) Enchanter(8) Evoker(8) Fighter(8) Gaian(8) Gaoler(8) Healer(8) Illusionist(8) Jester(8) Mage(8) Mer(8) Minstrel(8) Missionary(8) Monk(8) Necromancer(8) Ninja(5) Oracle(8) Paladin(8) Pirate(8) Dancer(8) Purist(8) Ranger(8) Sailor(8) Scholar(8) Shaman(8) SkyWatcher(8) Templar(8) Thief(8) Transmuter(8) Trapper(8) Wizard(8)
Allows: Strategic Retreat Fitness
UseCost: Movement (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: AUTOSWIM
Usage: AUTOSWIM
Examples:
Description: The player begins instinctively using their swimming skill whenever they move. By turning this on, the player uses half their normal movement cost for swimming. Enter AUTOSWIM again to turn it off.

Avoid Currents

===Avoid Currents===
Domain: Sea Travel
Available: Sailor(7)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (28) Movement (28)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows the sailor to guide their sailing ship around the tug of currents, putting the captain back in charge of the course.

Await Ship

===Await Ship===
Domain: Sea Travel
Available: Pirate(25) Sailor(25)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (75)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: AWAITSHIP
Usage: AWAITSHIP
Examples: awaitship
Description: While standing on a shore, this skill will cause the sailors nearest big sailing ship to be sailed to where the sailor is.

Ax Kick

===Ax Kick===
Domain: Kicking
Available: Monk(8)
Allows: Flying Kick Iron Kicking Combat Fluidity
UseCost: Movement (58)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: AXKICK
Usage: AXKICK "TARGET NAME"
Examples: axkick orc
Description: The Monk delivers swift and powerful kick to the target.

Axe Familiarity

===Axe Familiarity===
Domain: Weapon Use
Available: Artisan(1)
Allows:
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with axes they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Axe Proficiency

===Axe Proficiency===
Domain: Weapon Use
Available: Artisan(1)
Allows: Axe Familiarity
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with an axe, gaining the ability to use them even if their current class training would not make it feasible normally.

Axe Specialization

===Axe Specialization===
Domain: Weapon Use
Available: Assassin(15) Barbarian(1) Fighter(1) Monk(1) Paladin(1) Ranger(1) Templar(14)
Allows: Axe Slicing Axe Focus Weaponsmithing Axe Piercing Axe Striking
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is an axe master, gaining bonuses to attack when using an axe in combat. Can also allow the use of higher level axes if the focus expertise is taken.

Back Hand

===Back Hand===
Domain: Punching
Available: Monk(9)
Allows: Iron Punching Combat Fluidity
UseCost: Movement (59)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Bandaging

===Bandaging===
Domain: Anatomy
Available: Abjurer(1) Alterer(1) Apprentice(1) Arcanist(1) Artisan(1) Assassin(1) Barbarian(1) Bard(1) Beastmaster(1) Burglar(1) Charlatan(1) Cleric(1) Conjurer(1) Delver(1) Diviner(1) Doomsayer(1) Druid(1) Enchanter(1) Evoker(1) Fighter(1) Gaian(1) Gaoler(1) Healer(1) Illusionist(1) Jester(1) Mage(1) Mer(1) Minstrel(1) Missionary(1) Monk(1) Necromancer(1) Ninja(1) Oracle(1) Paladin(1) Pirate(1) Dancer(1) Purist(1) Ranger(1) Sailor(1) Scholar(1) Shaman(1) SkyWatcher(1) Templar(1) Thief(1) Transmuter(1) Trapper(1) Wizard(1)
Allows: Anatomy Animal Husbandry Branding
UseCost: Movement (5)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: BANDAGE, BANDAGING
Usage: BANDAGE "MOB NAME"
Examples: bandage bob
Description: 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. This skill also allows broken bones to be properly set, so that they will begin healing on their own. The skill allows a small amount of hit points to be restored during the process.

Banish

===Banish===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: BANISH
Usage: BANISH "PLAYER NAME" ("MAP ROOM") (RL TIME)
Examples: banish gunther

banish gunther Midgaard#3001 banish gunther 3 hours banish gunther 14 years

Description: From anywhere on the map, the player with this skill can send the target mob/player to a prison from which they can not escape magically. 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. It is up to the Archon to make sure there are no mundane ways out of the prison; Banish will take care of the magical ways of escape.

Bard Honorary Degree

===Bard Honorary Degree===
Domain: Education Lore
Available: Scholar(16)
Allows: Educating
UseCost: Mana (66)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The scholar can activate an honorary degree in one of the classes whose base class is 'Bard', such as Bard, Dancer, Juggler, Minstrel, and Charlatan. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those skills specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.

Battle Cry

===Battle Cry===
Domain: Singing
Available: Barbarian(6)
Allows: Rejoicing Singing Resounding Singing Echoed Singing
UseCost: Movement (56)
Quality: Always Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: BATTLECRY
Usage: BATTLECRY
Examples: battlecry
Description: 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.

Bear Foraging

===Bear Foraging===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: BFORAGE, BEARFORAGE, BEARFORAGING
Usage: BEARFORAGE
Examples: bearforage
Description: This instinctive skill allows the player to sniff out food nearby, even in containers, and even in the possession of others. The target will be tracked until found, and then, if possible, pounced on and the food containers taken, emptied, and the food eaten.

Befriend

===Befriend===
Domain: Influential
Available: Bard(1) Charlatan(1) Jester(1) Minstrel(1) Dancer(1)
Allows: Influencing
UseCost: Mana (51)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: BEFRIEND
Usage: BEFRIEND "TARGET NAME"
Examples: befriend vagabond
Description: 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

===Behead===
Domain: Anatomy
Available: Gaoler(20)
Allows: Anatomy
UseCost: Movement (70)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: BEHEAD
Usage: BEHEAD "TARGET NAME"
Examples: behead orc
Description: 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

===Belly Rolling===
Domain: Foolishness
Available: Jester(1)
Allows: Foolmaking
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: During combat, the fighter gains the ability to dodge attacks while sitting or on the floor.

Berzerk

===Berzerk===
Domain: Martial Lore
Available: Barbarian(8) Beastmaster(21) Fighter(22)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (58)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: BERZERK
Usage: BERZERK
Examples: berzerk
Description: 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.

Bite

===Bite===
Domain: Weapon Use
Available: Beastmaster(7)
Allows: Unarmed Striking Unarmed Piercing
UseCost: Movement (57)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: BITE
Usage: BITE "TARGET NAME"
Examples: bite orc
Description: While in his or her animal form (see ShapeShift), the Druid gains the ability to deliver an especially powerful and piercing bite of damage.

Blaze Chakra

===Blaze Chakra===
Domain: Martial Lore
Available: Ninja(7)
Allows: Lava Chakra Martial Lore Combat Fluidity
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "BLAZE CHAKRA"
Examples: focus "blaze chakra"

foc "blaze chakra"

Description: By focusing their chi, the ninja may greatly increase their chance to critically strike their opponent with their sword for a short while. This chakra may only be used once per MUDhour.

Bleeding

===Bleeding===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Items Creatures
Range: Touch, or not applicable
Commands: MAKEBLEED
Usage:
Examples:
Description:

Blessing

===Blessing===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: BLESSING
Usage: BLESSING "TARGET NAME"
Examples: blessing orc
Description: The character bestows a mundane blessing upon the target. This has the effect of making the target feel better and more confident, giving a small armor bonus and a good aura. It also has the bizarre effect of removing Curses, which turned to be nothing more than illusions in the target's head to begin with.

Blind Fighting

===Blind Fighting===
Domain: Martial Lore
Available: Beastmaster(15) Burglar(17) Fighter(10) Jester(23) Monk(11) Paladin(12) Dancer(23)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (60)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Negates the affects of not being able to see your opponent during combat.

Blood Brother

===Blood Brother===
Domain: Influential
Available: Barbarian(8) Ninja(10)
Allows: Influencing
UseCost: Movement (58)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: BLOODBROTHER, BROTHER
Usage: BLOODBROTHER "TARGET NAME"
Examples: bloodbrother bob
Description: The fighter becomes blood brother to the target, sealing a bond of lifetime friendship. Other than making the two family for the purposes of clan requirements, this skill has no other effect.

Blunt Weapon Familiarity

===Blunt Weapon Familiarity===
Domain: Weapon Use
Available: Artisan(1)
Allows:
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with blunt weapons they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Blunt Weapon Proficiency

===Blunt Weapon Proficiency===
Domain: Weapon Use
Available: Artisan(1)
Allows: Blunt Weapon Familiarity
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with blunt weapons, gaining the ability to use them even if their current class training would not make it feasible normally.

Blunt Weapon Specialization

===Blunt Weapon Specialization===
Domain: Weapon Use
Available: Assassin(12) Barbarian(1) Burglar(1) Fighter(1) Gaian(5) Monk(1) Paladin(1) Ranger(1) Shaman(1) Templar(1)
Allows: Blunt Focus Weaponsmithing Blunt Striking Blunt Bashing Blunt Piercing
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is a master of blunt weapons, gaining bonuses to attack when using a blunt weapon in combat. Can also allow the use of higher level weapons if the focus expertise is taken.

Body Flip

===Body Flip===
Domain: Grappling
Available: Monk(10) Dancer(10)
Allows: Vice-Gripping Combat Fluidity
UseCost: Movement (60)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: BODYFLIP
Usage: BODYFLIP "TARGET NAME"
Examples: bodyflip orc
Description: The Monk slips in and turns the target head over heels, dropping them to the ground stunned for a few moments.

Body Shield

===Body Shield===
Domain: Grappling
Available: Monk(16)
Allows: Vice-Gripping Combat Fluidity
UseCost: Movement (66)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows a fighter to use an opponent pinned using the PIN skill as a shield against weapon attacks.

Body Toss

===Body Toss===
Domain: Grappling
Available: Monk(9)
Allows: Vice-Gripping Combat Fluidity
UseCost: Movement (59)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: BODYTOSS
Usage: BODYTOSS "TARGET NAME"
Examples: bodytoss orc
Description: The fighter picks up the target and tosses them away from himself, doing a bit of damage and putting them out of range.

Boulder Throwing

===Boulder Throwing===
Domain: Martial Lore
Available:
Allows: Martial Lore Combat Fluidity
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows the player to throw ammunition, especially siege weapon ammunition, from the deck of a sailing ship, at another sailing ship with which the player's ship is already in combat.

Bow Familiarity

===Bow Familiarity===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with bows they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Bow Proficiency

===Bow Proficiency===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with bows, gaining the ability to use them even if their current class training would not make it feasible normally.

Bow Specialization

===Bow Specialization===
Domain: Weapon Use
Available: Ranger(2)
Allows: Weaponsmithing Ranged Focus Ranged Piercing Ranged Bashing Ranged Striking
UseCost: Mana (52)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is a master with bows, gaining bonuses to attack when using a bow in combat. Can also allow the use of higher level bows if the focus expertise is taken. This specialization stacks its bonuses on top of the more general ranged weapon specialization.

Break A Leg

===Break A Leg===
Domain: Theatre
Available: Charlatan(9)
Allows: Acting
UseCost: Mana (29) Movement (29)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: BREAKALEG
Usage: BREAKALEG
Examples: breakaleg
Description: The bard begins wishing everyone good luck (but especially his or her enemies), saying 'Break A Leg!'. This will create a 5% chance per tick that everyone who heard him or her will actually break their leg.

Breakup Fight

===Breakup Fight===
Domain: Legal
Available: Paladin(15)
Allows: Legal Lore
UseCost: Movement (65)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: BREAKUP
Usage: BREAKUP "TARGET NAME"
Examples: breakup bob
Description: 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.

Broken Limbs

===Broken Limbs===
Domain: Anatomy
Available:
Allows: Anatomy
UseCost: Mana (25) Movement (25)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: BREAKLIMB
Usage: BREAKLIMB "TARGET NAME" "PART"
Examples: breaklimb orc arm
Description: This ability governs the careful breaking of body parts as a punishment for crimes. The target is, amazingly, not harmed during the procedure, but merely breaks the specified limb. The target must be bound.

Buck

===Buck===
Domain: Racial Ability
Available:
Allows:
UseCost: Movement (50)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: BUCK
Usage: BUCK
Examples: buck
Description: The centaur, horse or other rideable attempts to buck off all his or her riders off of them.

Buffoonery

===Buffoonery===
Domain: Foolishness
Available: Jester(30)
Allows: Foolmaking
UseCost: Movement (80)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: BUFFOONERY
Usage: BUFFOONERY "TARGET NAME" "ITEM NAME"
Examples: buffoonery orc banana
Description: 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

===Bullrush===
Domain: Acrobatic
Available: Barbarian(23)
Allows: Acrobatic Combat Fluidity
UseCost: Movement (73)
Quality: Circumstantial
Targets: Creatures
Range: Touch - Range 1
Commands: BULLRUSH
Usage: BULLRUSH "TARGET NAME" "DIRECTION"
Examples: bullrush orc east
Description: The fighter takes a strong charge at the target, and runs them into the next room or area in one mighty heroic move.

Burning

===Burning===
Domain: Nothing
Available:
Allows: Ignalist
UseCost: Mana (50)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands:
Usage: CAST "BURNING HANDS" "TARGET NAME"
Examples: cast "burning hands" orc
Description: A fan of flames ignite before the casters hands, aimed at the target. This has the effect of hurting the target in many cases.

Burrow Hide

===Burrow Hide===
Domain: Stealthy
Available:
Allows: Stealthy
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Whenever the player is in an appropriate outdoor room with a burrowing creature, such as a serpent, rodent, or worm, the creature will alert the player to incoming danger from aggressive enemies.

Cage

===Cage===
Domain: Animal Affinity
Available: Artisan(1) Trapper(21)
Allows: Animal Affinity
UseCost: Mana (25) Movement (25)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: CAGE
Usage: CAGE "TARGET NAME" "CAGE ITEM"
Examples: cage rabbit wagon
Description: 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!

Call Mount

===Call Mount===
Domain: Animal Affinity
Available: Paladin(5)
Allows: Animal Affinity
UseCost: Mana (55)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: CALLMOUNT
Usage: CALLMOUNT
Examples: callmount
Description: Allows the Paladin to call upon a white steed which can bear him from place to place.

Called Shot

===Called Shot===
Domain: Martial Lore
Available: Ranger(25)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (75)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: CALLEDSHOT
Usage: CALLEDSHOT ("TARGET NAME") "BODY PART"
Examples: calledshot left arm

calledshot orc left arm

Description: The player calls out a body part on the target to destroy. If the player manages to take more than 10% of the target's hit points on the next hit, the body part will be removed. Requires the use of a ranged or thrown weapon.

Called Strike

===Called Strike===
Domain: Martial Lore
Available: Fighter(24)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (74)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: CALLEDSTRIKE
Usage: CALLEDSTRIKE ("TARGET NAME") "BODY PART"
Examples: calledstrike left arm

calledstrike orc left arm

Description: The player calls out a body part on the target to destroy. If the player manages to take more than 10% of the target's hit points on the next hit, the body part will be removed. Requires the use of a slashing melee weapon.

Cartwheel

===Cartwheel===
Domain: Acrobatic
Available: Jester(24) Monk(15) Ninja(15) Dancer(19)
Allows: Acrobatic Combat Fluidity
UseCost: Movement (65)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: CARTWHEEL
Usage: CARTWHEEL
Examples: cartwheel
Description: 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.

Cast Blocking

===Cast Blocking===
Domain: Theatre
Available: Charlatan(7)
Allows: Acting
UseCost: Mana (28) Movement (28)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: CASTBLOCKING
Usage: CASTBLOCKING
Examples: castblocking
Description: The bard carefully re-arranges all the people in the room who are in combat, possibly changing who they are fighting, and at what range.

Catch Projectile

===Catch Projectile===
Domain: Evasive
Available: Monk(12) Ninja(11)
Allows: Evasively
UseCost: Movement (62)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Cave Tactics

===Cave Tactics===
Domain: Nature Lore
Available:
Allows: Nature Lore
UseCost: Movement (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill gives the fighter an edge in attack, defence, and damage when fighting in cave. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.

Center of Attention

===Center of Attention===
Domain: Foolishness
Available: Jester(13)
Allows: Foolmaking
UseCost: Mana (31) Movement (31)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: CENTEROFATTENTION
Usage: CENTEROFATTENTION
Examples: centerofattention
Description: 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

===Chantcraft===
Domain: Arcane Lore
Available: Charlatan(15) Scholar(19)
Allows: Arcane Lore
UseCost: Mana (65)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Charge===
Domain: Acrobatic
Available: Barbarian(1)
Allows: Acrobatic Combat Fluidity
UseCost: Movement (51)
Quality: Malicious
Targets: Creatures
Range: Range 1 - Range 2
Commands: CHARGE
Usage: CHARGE "TARGET NAME"
Examples: charge orc
Description: The Barbarian runs at top speed at an target, delivering a deadly attack, but sacrificing armor.

Chirurgy

===Chirurgy===
Domain: Anatomy
Available: Gaoler(25)
Allows: Anatomy
UseCost: Mana (75)
Quality: Circumstantial
Targets: Items Creatures
Range: Touch, or not applicable
Commands: CHIRURGY
Usage: CHIRURGY "BODY PART" "TARGET NAME"
Examples: chururgy heart corpse
Description: 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

===Circle Parry===
Domain: Evasive
Available: Monk(17)
Allows: Evasively
UseCost: Movement (67)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The Monk gains the skill to block and parry melee attacks while unarmed.

Circle Trip

===Circle Trip===
Domain: Dirty Fighting
Available: Monk(22) Dancer(25)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (72)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: CIRCLETRIP, CTRIP
Usage: CIRCLETRIP
Examples: circletrip
Description: Short(s) : ctrip

The Monk becomes capable of swinging his foot along the floor, tripping all opponents in range.

Cleave

===Cleave===
Domain: Martial Lore
Available: Assassin(23) Barbarian(6) Beastmaster(6) Fighter(5) Paladin(15) Ranger(10)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (55)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Cleric Honorary Degree

===Cleric Honorary Degree===
Domain: Education Lore
Available: Scholar(24)
Allows: Educating
UseCost: Mana (74)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The scholar can activate an honorary degree in one of the classes whose base class is 'Cleric', such as Cleric, Doomsayer, Healer, Missionary, Necromancer, Oracle, Purist, Shaman, and Templar. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those prayers specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.

Climb

===Climb===
Domain: Fitness
Available: Abjurer(15) Alterer(15) Apprentice(1) Arcanist(1) Artisan(1) Assassin(1) Barbarian(15) Bard(3) Beastmaster(1) Burglar(1) Charlatan(3) Conjurer(15) Delver(1) Diviner(15) Druid(1) Enchanter(15) Evoker(15) Fighter(15) Gaian(1) Gaoler(1) Illusionist(15) Jester(3) Mage(15) Mer(1) Minstrel(1) Monk(2) Paladin(15) Pirate(1) Dancer(3) Ranger(15) Sailor(1) SkyWatcher(1) Thief(1) Transmuter(15) Trapper(1) Wizard(15)
Allows: Improved Boarding Fitness AutoClimb Crow's Nest
UseCost: Movement (51)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: CLIMB
Usage: CLIMB "DIRECTION"
Examples: climb up
Description: 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.

Clone Chakra

===Clone Chakra===
Domain: Deceptive
Available: Ninja(12)
Allows: Death Chakra Deceptive
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "CLONE CHAKRA"
Examples: focus "clone chakra"

foc "clone chakra"

Description: Using the shadows to form clones of themselves, the ninja can cause illusionary shadow clones to follow him or her around. This misdirection makes the ninja's true form more difficult to determine in combat. This Chakra requires an intense focus and can only be used once per MUDhour.

Cold Touch

===Cold Touch===
Domain: Death Lore
Available:
Allows: Death Lore
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: COLDTOUCH
Usage:
Examples:
Description:

Collect Bounty

===Collect Bounty===
Domain: Legal
Available: Gaoler(18)
Allows: Legal Lore
UseCost: Mana (68)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: COLLECTBOUNTY, BOUNTY
Usage: COLLECTBOUNTY "TARGET NAME"
Examples: collectbounty orc
Description: 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.

Combat Frenzy

===Combat Frenzy===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: COMBATFRENZY
Usage: COMBATFRENZY
Examples: combatfrenzy
Description: This ability allows one to enter a state of blind combative frenzy. Thus worked up to, the player gains temporary hit points, hits more often and does more damage in combat, but also becomes easier to hit.

Combat Log

===Combat Log===
Domain: Combat Lore
Available: Scholar(3)
Allows: Combat Lore
UseCost: Mana (53)
Quality: Circumstantial
Targets: Creatures
Range: Touch - Range 20
Commands: COMBATLOG
Usage: COMBATLOG ("TARGET NAME"/"COMMAND" ("ARGUMENT"))

COMBATLOG (STOP/REPORT/WRITE "TARGET PAPER")

Examples: combatlog rabbit

combatlog stop combatlog report combatlog write paper

Description: This ability allows the player to assess key statistics about another character or creatures performance in a fight. The player studiously notes all combat details and can report out the details at any time, so long as they are still observing. The player is able to observe things like the resources they consume, and the challenges they overcome. The more lore Expertise the player has, the greater the number of insights and details they will be able to note using this skill. The player can then report on these details or even write them onto paper or into a book. Stopping will clear the statistics, allowing the player to study a new target.

Combat Record

===Combat Record===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: CRECORD
Usage: CRECORD LIST/START "MINS"/STOP/MINLEVEL "LEVEL"/...

.../ADD "PLAYER"/DEL "PLAYER"

Examples: crecord start 15
Description: This tool automatically creates a combat log for a player when they gain a level, if they are above a minimum level, and if they gained the current level within a minimum number of minutes. It will continue to log until the next level is gained. To activate the tool, enter CRECORD START (number of minutes). Players will then start being recorded automatically. Combat recording can also be managed manually using ADD/DEL. The default minimum level is 10, but can be modified with the MINLEVEL command. Logs are kept in the dbfs directory '::/resources/clogs/'.

Combat Repairs

===Combat Repairs===
Domain: Sea Travel
Available: Pirate(18) Sailor(18)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (34) Movement (34)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: COMBATREPAIR, COMBATREPAIRS
Usage: COMBATREPAIR
Examples: combatrepair
Description: The sailor quickly runs around patching up holes and other ship damage with any materials on hand. This may only be done while the ship is in combat and provides an amount of repair which depends on the sailors dexterity and expertise. The repairs wear off once the ship leaves combat, but never falls below the damage level when repairs were made.

Combat Sleep

===Combat Sleep===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: COMBATSLEEP
Usage:
Examples:
Description:

Command Horse

===Command Horse===
Domain: Animal Affinity
Available: Paladin(22)
Allows: Animal Affinity
UseCost: Mana (72)
Quality: Circumstantial
Targets: Items Creatures Exits Rooms
Range: Touch, or not applicable
Commands: COMMANDHORSE
Usage: COMMANDHORSE "TARGET" "COMMAND"
Examples: commandhorse horse smile
Description: The Paladin's affinity with horses has grown such that they have the natural ability to command equines of all sorts to do just about anything he wants.

Commoner Honorary Degree

===Commoner Honorary Degree===
Domain: Education Lore
Available: Scholar(12)
Allows: Educating
UseCost: Mana (62)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The scholar can activate an honorary degree in one of the classes whose base class is 'Commoner', such as Artisan, Sailor, Apprentice, Gaoler, or Scholar. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those common skills specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.

Conduct Symphony

===Conduct Symphony===
Domain: Playing
Available: Minstrel(30)
Allows: Rhythmic Playing Resounding Playing Bold Playing
UseCost: Mana (80)
Quality: Circumstantial
Targets: Creatures
Range: Touch - Range 2
Commands: CONDUCT
Usage: CONDUCT
Examples: conduct
Description: This powerful bard skill allows the bard to conduct their group as if it were a symphony. If the bard's 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.

Consume Corpse

===Consume Corpse===
Domain: Corruption
Available:
Allows: Corrupting
UseCost: Mana (50)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: CONSUMECORPSE
Usage: CONSUMECORPSE "TARGET NAME"
Examples: consumecorpse body
Description: This twisted semi-magical skill causes the mouth of the caster to grow large enough to consume a corpse in one gulp. Doing so gives the caster back lots of health, mana, and movement, depending on the level of the corpse.

Control Undead

===Control Undead===
Domain: Death Lore
Available: Cleric(5) Necromancer(1)
Allows: Death Lore
UseCost: Mana (51)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: CONTROL
Usage: CONTROL "TARGET NAME"
Examples: control skeleton
Description: 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

===Convert===
Domain: Evangelism
Available: Cleric(1) Doomsayer(1) Healer(1) Missionary(1) Necromancer(1) Oracle(1) Purist(1) Shaman(1) Templar(1)
Allows: Evangelising
UseCost: Mana (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: CONVERT
Usage: CONVERT "PLAYER NAME/DEITY NAME"
Examples: convert bob

convert odin

Description: 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 services in 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.

Cosmic Adaptation

===Cosmic Adaptation===
Domain: Cosmology
Available:
Allows: Planar Finessing Planar Empowering Planar Extending
UseCost: Movement (85)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Grants one the ability to breath an extraplanar atmosphere for a while, depending on proficiency, which is never absolutely perfect.

Counter-Attack

===Counter-Attack===
Domain: Martial Lore
Available: Fighter(24)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (74)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows a fighter to position themselves for an extra attack following a successful Parry.

Coup de Grace

===Coup de Grace===
Domain: Dirty Fighting
Available: Fighter(30)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (150)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: COUP, COUPDEGRACE
Usage: COUP "TARGET NAME"
Examples: coup orc
Description: 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

===Cover Defence===
Domain: Evasive
Available: Artisan(1) Fighter(23)
Allows: Evasively
UseCost: Movement (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Crescent Kick

===Crescent Kick===
Domain: Kicking
Available:
Allows: Iron Kicking Combat Fluidity
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: So long as the fighter is unarmed, he or she has this ability to deliver an extra attack per round using a swift, sweeping crescent kick.

Critical Shot

===Critical Shot===
Domain: Martial Lore
Available: Assassin(17) Fighter(16) Jester(14) Ranger(15)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (64)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Gives the fighter a bonus to all damage during combat when firing or throwing a ranged weapon in combat.

Critical Strike

===Critical Strike===
Domain: Martial Lore
Available: Assassin(11) Fighter(9) Jester(20)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (59)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Gives the fighter a bonus to all damage during combat when using a weapon in melee combat.

Crow's Nest

===Crow's Nest===
Domain: Sea Travel
Available: Sailor(6)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (28) Movement (28)
Quality: Circumstantial
Targets: Rooms
Range: Touch, or not applicable
Commands: CROWSNEST
Usage: crowsnest
Examples: crowsnest
Description: Allows the sailor to attempt to climb up into the crows nest from the deck of their large sailing ship. From this small perch, the sailor can look around and see approaching people or objects or land from a greater distance, and take note of the direction. They can then yell down instructions to those on the deck below. Looking in particular directions will allow them to make out some minor details in that direction.

Cultural Adaptation

===Cultural Adaptation===
Domain: Influential
Available:
Allows: Influencing
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The character is so good at adapting to other cultures that he or she automatically gains or loses 20% more faction than other characters.

Curtain Call

===Curtain Call===
Domain: Theatre
Available: Charlatan(19)
Allows: Acting
UseCost: Mana (34) Movement (34)
Quality: Always Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: CURTAINCALL
Usage: CURTAINCALL
Examples: curtaincall
Description: The bard calls the curtain, making everyone in his or her group begin taking a bow until their health and mana is restored, at the cost of movement.

Cyclone Chakra

===Cyclone Chakra===
Domain: Acrobatic
Available: Ninja(23)
Allows: Acrobatic Combat Fluidity
UseCost: Movement (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "CYCLONE CHAKRA"
Examples: focus "cyclone chakra"

foc "cyclone chakra"

Description: The ninja can focus her chakra to harness the power of a cyclone, striking multiple additional times before the effect wears off. The ninja must wait a short while before they can summon this energy again.

Dagger Familiarity

===Dagger Familiarity===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with daggers they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Dagger Proficiency

===Dagger Proficiency===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with daggers, gaining the ability to use them even if their current class training would not make it feasible normally.

Dagger Specialization

===Dagger Specialization===
Domain: Weapon Use
Available: Assassin(2)
Allows: Edged Focus Edged Slashing Edged Piercing Weaponsmithing Edged Striking
UseCost: Mana (52)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is a master with daggers, gaining bonuses to attack when using a dagger in combat. Can also allow the use of higher level daggers if the focus expertise is taken. This specialization stacks its bonuses on top of the more general edged weapon specialization.

Dead Reckoning

===Dead Reckoning===
Domain: Sea Travel
Available: Pirate(11) Sailor(11)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (30) Movement (30)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: DEADRECKON, DEADRECKONING
Usage: DEADRECKON
Examples: deadreckon
Description: From the deck of a boat or ship, the sailor can use their intuition and superior guesswork to determine which direction lies the path to the closest land.

Death Chakra

===Death Chakra===
Domain: Deceptive
Available: Ninja(14)
Allows: Deceptive
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "DEATH CHAKRA"
Examples: focus "death chakra"

foc "death chakra"

Description: By slowing their heart chakra down to almost a stop, the ninja can become invisible while leaving a corpse resembling themselves at their feet. This ability can only be used once every half-a-MUDhour.

Decipher Script

===Decipher Script===
Domain: Street Smarts
Available: Charlatan(8) Scholar(8) Thief(8)
Allows: Street Lore
UseCost: Mana (8)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: DECIPHER
Usage: DECIPHER "TARGET NAME" ("PAGE NUMBER")
Examples: decipher paper

decipher book 3

Description: The player decodes any encryption on a book or document or other writing. It can be used similar to the READ command to select different pages of a book as well.

Deep Breath

===Deep Breath===
Domain: Fitness
Available: Sailor(17)
Allows: Fitness
UseCost: Mana (67)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill grants the ability to hold ones breathe for a period, allowing one to forego damage when under water or otherwise unable to breathe.

Deflect Projectile

===Deflect Projectile===
Domain: Evasive
Available: Monk(7) Ninja(7)
Allows: Evasively
UseCost: Movement (57)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Desert Tactics===
Domain: Nature Lore
Available: Barbarian(13)
Allows: Nature Lore
UseCost: Movement (63)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Desperate Moves

===Desperate Moves===
Domain: Evasive
Available: Fighter(17)
Allows: Evasively
UseCost: Movement (67)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: When near death, the fighters desperation brings out their best evasive moves, cutting all damage in half when below 10% hit points.

Devour Corpse

===Devour Corpse===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: EAT BODY
Examples: eat body
Description: This skill grants the ability to eat the corpses of creatures up to those moderately larger than the character. The corpse must be emptied of any equipment before doing so, and the corpses of other players may be restricted.

Diamond Chakra

===Diamond Chakra===
Domain: Fitness
Available: Ninja(17)
Allows: Fitness
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "DIAMOND CHAKRA"
Examples: focus "diamond chakra"

foc "diamond chakra"

Description: This draining move covers the ninja's body in a glimmering layer of solidified chi as strong as diamond to make weapon attacks easier to shrug off.

Dirt

===Dirt===
Domain: Dirty Fighting
Available: Assassin(5) Barbarian(11) Fighter(11) Minstrel(2) Monk(14) Ninja(6) SkyWatcher(12) Thief(5)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (52)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: DIRT
Usage: DIRT "TARGET NAME"
Examples: dirt orc
Description: The fighter attempts to kick dirt into the eyes of the target, making them temporarily blind.

Disarm

===Disarm===
Domain: Martial Lore
Available: Arcanist(8) Assassin(8) Barbarian(7) Beastmaster(9) Burglar(8) Fighter(6) Monk(6) Ninja(9) Paladin(8) Pirate(8) Dancer(9) Ranger(8) Thief(8)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (56)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: DISARM
Usage: DISARM "TARGET NAME"
Examples: disarm orc
Description: 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 proficiency check, "hit" their opponent, and not be too underpowered compared to their opponent.

Disease Immunity

===Disease Immunity===
Domain: Holy Protection
Available: Paladin(7)
Allows: Protecting
UseCost: Mana (57)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: As the Paladin's proficiency grows, he or she becomes more and more immune to diseases and disease like spell affects.

Disguise

===Disguise===
Domain: Deceptive
Available: Charlatan(3)
Allows: Deceptive
UseCost: Mana (53)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: DISGUISE
Usage: DISGUISE "ATTRIBUTE" "CHANGE DESCRIPTION"
Examples: disguise race orc

disguise class thief disguise height 1000

Description: 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.

Diving

===Diving===
Domain: Fitness
Available: Sailor(9)
Allows: Fitness
UseCost: Mana (59)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill automatically turns falls into water from a great height into a graceful dive, which mitigates damage taken when the player hits water.

Dodge

===Dodge===
Domain: Evasive
Available: Arcanist(6) Artisan(1) Assassin(6) Barbarian(7) Bard(7) Beastmaster(4) Burglar(6) Charlatan(10) Fighter(7) Jester(7) Minstrel(9) Monk(4) Ninja(6) Paladin(7) Pirate(6) Dancer(5) Ranger(7) Thief(6) Trapper(6)
Allows: Evasively
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples: dodge
Description: During combat, the character begins to dance around on their feet, making them harder to hit in combat.

Dragonbreath

===Dragonbreath===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 10
Commands: DRAGONBREATH
Usage:
Examples:
Description:

Drain Life

===Drain Life===
Domain: Death Lore
Available:
Allows: Death Lore
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: DRAINLIFE
Usage:
Examples:
Description:

Drone Chakra

===Drone Chakra===
Domain: Deceptive
Available: Ninja(6)
Allows: Deceptive Clone Chakra
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "DRONE CHAKRA"
Examples: focus "drone chakra"

foc "drone chakra"

Description: Using drab clothing and the surrounding shadows, ninjas can disguise themselves as an ordinary, non-descript individuals.

Druid Honorary Degree

===Druid Honorary Degree===
Domain: Education Lore
Available: Scholar(22)
Allows: Educating
UseCost: Mana (72)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The scholar can activate an honorary degree in one of the classes whose base class is 'Druid', such as Druid, Skywatcher, Gaian, Delver, Mer, and Beastmaster. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those skills specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.

Druidic Pass

===Druidic Pass===
Domain: Stealthy
Available: Beastmaster(1) Druid(1) Gaian(1) SkyWatcher(1)
Allows: Stealthy
UseCost: Mana (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: PASS
Usage: PASS "DIRECTION"
Examples: pass east
Description: This skill allows the druid to move silently and almost invisibly from place to place while traveling in the wild. Moreover, this skill allows the Druid to pass into locked dwellings, if those dwellings are located in the wild outdoorsy domain.

Dual Parry

===Dual Parry===
Domain: Martial Lore
Available: Assassin(16) Fighter(13)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (63)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Dueler

===Dueler===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Eagle Eyes

===Eagle Eyes===
Domain: Alert
Available:
Allows: Vigilantly
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Edged Weapon Familiarity

===Edged Weapon Familiarity===
Domain: Weapon Use
Available: Artisan(1)
Allows:
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with edged weapons they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Edged Weapon Proficiency

===Edged Weapon Proficiency===
Domain: Weapon Use
Available: Artisan(1)
Allows: Edged Weapon Familiarity
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with sharp edged weapons, gaining the ability to use them even if their current class training would not make it feasible normally.

Edged Weapon Specialization

===Edged Weapon Specialization===
Domain: Weapon Use
Available: Arcanist(1) Assassin(1) Barbarian(1) Bard(1) Burglar(1) Charlatan(1) Fighter(1) Jester(1) Monk(1) Necromancer(1) Paladin(1) Pirate(1) Ranger(1) Templar(3) Thief(1) Trapper(1)
Allows: Edged Focus Edged Slashing Edged Piercing Weaponsmithing Edged Striking
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is a master of sharp edges, gaining bonuses to attack when using an edged weapon in combat. Can also allow the use of higher level weapons if the focus expertise is taken.

Eighth Totem

===Eighth Totem===
Domain: Shape Shifting
Available:
Allows: Shapeshifting
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: SHAPESHIFT "TOTEM NUMBER"/(FORM)
Examples: shapeshift 2

shapeshift lion shapeshift cub shapeshift 3 shapeshift 4

Description: 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.

Eleventh Totem

===Eleventh Totem===
Domain: Shape Shifting
Available:
Allows: Shapeshifting
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: SHAPESHIFT "TOTEM NUMBER"/(FORM)
Examples: shapeshift 2

shapeshift lion shapeshift cub shapeshift 3 shapeshift 4

Description: 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.

Encrypted Writing

===Encrypted Writing===
Domain: Calligraphy
Available: Scholar(21)
Allows: Fine Calligraphy
UseCost: Mana (71)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: ENCRYPTEDWRITING, ENCRYPTWRITE, EWRITE, EWR
Usage:
Examples:
Description:

Endurance

===Endurance===
Domain: Fitness
Available: Barbarian(18) Fighter(19) Monk(21) Dancer(19)
Allows: Fitness
UseCost: Movement (68)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Allows the fighter to recover hit points, mana, and movement more quickly when not in combat.

Energize Chakra

===Energize Chakra===
Domain: Acrobatic
Available: Ninja(1)
Allows: Lightning Chakra Acrobatic Combat Fluidity
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "ENERGIZE CHAKRA"
Examples: focus "energize chakra"

foc "energize chakra"

Description: The ninja can use chi to improve their stamina, effectively converting some mana into movement.

Energy Drain

===Energy Drain===
Domain: Death Lore
Available:
Allows: Death Lore
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: DRAINENERGY
Usage:
Examples:
Description:

Enslave

===Enslave===
Domain: Criminal
Available: Gaoler(23)
Allows: Criminal Deviousness
UseCost: Mana (73)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: ENSLAVE
Usage: ENSLAVE "TARGET NAME"
Examples: enslave orc
Description: 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.

Exit Stage Left

===Exit Stage Left===
Domain: Theatre
Available: Charlatan(16)
Allows: Acting
UseCost: Mana (33) Movement (33)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: EXITSTAGELEFT
Usage: EXITSTAGELEFT
Examples: exitstageleft
Description: The bard calls the curtain and motions for his or her enemies to exit, stage left (West). The enemies will then flee or wander west for awhile, until they run out of west directions, or the effect wears off. At that point, they will return quickly to their homes.

Explosive Touch

===Explosive Touch===
Domain: Nothing
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: EXPLOTOUCH
Usage:
Examples:
Description: Params :

Example :

Desc. :

A high-damage skill.

Falling

===Falling===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Items Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

False Arrest

===False Arrest===
Domain: Deceptive
Available: Charlatan(11)
Allows: Deceptive
UseCost: Mana (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: FALSEARREST
Usage: FALSEARREST "CRIMINAL NAME"
Examples: falsearrest joe
Description: 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

===Far Shot===
Domain: Martial Lore
Available: Ranger(17)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (67)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at extremely far ranges.

Fast Slinging

===Fast Slinging===
Domain: Martial Lore
Available:
Allows: Martial Lore Combat Fluidity
UseCost: Movement (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Fast Slinging is the ability to make extra attacks per round whenever using a ranged sling weapon that requires ammunition. The number of extra attacks will go up as the players level does.

Favored Enemy 1

===Favored Enemy 1===
Domain: Martial Lore
Available: Ranger(8)
Allows: Martial Lore Combat Fluidity
UseCost: Mana (58)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Favored Enemy 2===
Domain: Martial Lore
Available: Ranger(13)
Allows: Martial Lore Combat Fluidity
UseCost: Mana (63)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Favored Enemy 3===
Domain: Martial Lore
Available: Ranger(18)
Allows: Martial Lore Combat Fluidity
UseCost: Mana (68)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Favored Enemy 4===
Domain: Martial Lore
Available: Ranger(23)
Allows: Martial Lore Combat Fluidity
UseCost: Mana (73)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Feint===
Domain: Evasive
Available: Jester(22) Minstrel(20)
Allows: Evasively
UseCost: Movement (70)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: FEINT
Usage: FEINT
Examples: feint
Description: 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.

Field Tactics

===Field Tactics===
Domain: Nature Lore
Available:
Allows: Nature Lore
UseCost: Movement (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill gives the fighter an edge in attack, defence, and damage when fighting in the proper area type for the skill. The fighter can also hide themselves simply by sitting down on the ground and staying still for a few mins.

Fierce Companions

===Fierce Companions===
Domain: Animal Affinity
Available: Ranger(6)
Allows: Animal Affinity
UseCost: Mana (56)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The ranger becomes an expert at fighting with animal companions. Whenever the ranger is in combat alongside an animal, the ranger gains attack and damage bonuses.

Fifth Totem

===Fifth Totem===
Domain: Shape Shifting
Available: Beastmaster(21)
Allows: Shapeshifting
UseCost: Mana (71)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: SHAPESHIFT "TOTEM NUMBER"/(FORM)
Examples: shapeshift 2

shapeshift lion shapeshift cub shapeshift 3 shapeshift 4

Description: 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.

Fighter Honorary Degree

===Fighter Honorary Degree===
Domain: Education Lore
Available: Scholar(14)
Allows: Educating
UseCost: Mana (64)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The scholar can activate an honorary degree in one of the classes whose base class is 'Fighter', such as Fighter, Barbarian, Ranger, Paladin, and Monk. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those skills specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.

FighterSkill

===FighterSkill===
Domain: Nothing
Available:
Allows:
UseCost: Movement (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Find Clan Home

===Find Clan Home===
Domain: Nature Lore
Available:
Allows: Nature Lore
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FINDCLANHOME
Usage:
Examples:
Description:

Find Clan Ship

===Find Clan Ship===
Domain: Nature Lore
Available:
Allows: Nature Lore
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FINDSHIP
Usage:
Examples:
Description:

Find Home

===Find Home===
Domain: Nature Lore
Available: Abjurer(6) Alterer(6) Arcanist(6) Artisan(1) Assassin(6) Barbarian(6) Bard(6) Beastmaster(6) Burglar(6) Charlatan(6) Cleric(6) Conjurer(6) Delver(6) Diviner(6) Doomsayer(6) Druid(6) Enchanter(6) Evoker(6) Fighter(6) Gaian(6) Gaoler(6) Healer(6) Illusionist(6) Jester(6) Mage(6) Mer(6) Minstrel(6) Missionary(6) Monk(6) Necromancer(6) Ninja(6) Oracle(6) Paladin(6) Pirate(6) Dancer(6) Purist(6) Ranger(6) Sailor(6) Scholar(6) Shaman(6) SkyWatcher(6) Templar(6) Thief(6) Transmuter(6) Trapper(6) Wizard(6)
Allows: Nature Lore
UseCost: Mana (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FINDHOME
Usage: FINDHOME
Examples: findhome
Description: The player uses their innate sense of direction to find a trail leading from where he or she is at present, to their nearest owned private property! When walking around, the player will become aware of which direction seems best.

Find Ship

===Find Ship===
Domain: Nature Lore
Available: Abjurer(12) Alterer(12) Arcanist(12) Artisan(1) Assassin(12) Barbarian(12) Bard(12) Beastmaster(12) Burglar(12) Charlatan(12) Cleric(12) Conjurer(12) Delver(12) Diviner(12) Doomsayer(12) Druid(12) Enchanter(12) Evoker(12) Fighter(12) Gaian(12) Gaoler(12) Healer(12) Illusionist(12) Jester(12) Mage(12) Mer(12) Minstrel(12) Missionary(12) Monk(12) Necromancer(12) Ninja(12) Oracle(12) Paladin(12) Pirate(6) Dancer(12) Purist(12) Ranger(12) Sailor(6) Scholar(12) Shaman(12) SkyWatcher(12) Templar(12) Thief(12) Transmuter(12) Trapper(12) Wizard(12)
Allows: Nature Lore
UseCost: Mana (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FINDSHIP
Usage: FINDSHIP
Examples: findship
Description: The player uses their innate sense of direction to find a trail leading from where he or she is at present, to their nearest personally owned sailing ship! When walking around, the player will become aware of which direction seems best.

Find Water

===Find Water===
Domain: Nature Lore
Available: Minstrel(4) Ranger(2) Trapper(4)
Allows: Nature Lore
UseCost: Mana (52)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FINDWATER
Usage: FINDWATER
Examples: findwater
Description: 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

===Fire Breathing===
Domain: Dirty Fighting
Available: Jester(9)
Allows: Dirty Fighting Combat Fluidity
UseCost: Mana (59)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 5
Commands: FIREBREATHING, FIREBREATH
Usage: FIREBREATH "TARGET NAME"
Examples: firebreath orc
Description: 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. This will destroy the torch.

Firebreath

===Firebreath===
Domain: Racial Ability
Available:
Allows: Ignalist
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 10
Commands: FIREBREATH, BREATHEFIRE, BREATHFIRE
Usage: FIREBREATH "TARGET"
Examples:
Description: Example : firebreath bob

Flailed Weapon Familiarity

===Flailed Weapon Familiarity===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with flailed weapons they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Flailing Weapon Proficiency

===Flailing Weapon Proficiency===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with flails, gaining the ability to use them even if their current class training would not make it feasible normally.

Flailing Weapon Specialization

===Flailing Weapon Specialization===
Domain: Weapon Use
Available: Assassin(9) Barbarian(1) Burglar(1) Fighter(1) Gaoler(1) Monk(1) Oracle(1) Paladin(1) Ranger(1) Templar(5)
Allows: Flailed Bashing Weaponsmithing Flailed Striking Flailed Slicing Flailed Focus
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is a master of flails, gaining bonuses to attack when using a flailed weapon in combat. Can also allow the use of higher level weapons if the focus expertise is taken.

Flare Chakra

===Flare Chakra===
Domain: Martial Lore
Available: Ninja(3)
Allows: Martial Lore Blaze Chakra Combat Fluidity
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "FLARE CHAKRA"
Examples: focus "flare chakra"

foc "flare chakra"

Description: By focusing their chi, the ninja may greatly increase their chance to strike their opponent with their sword for a short while. This chakra may only be used once per minute.

Flee

===Flee===
Domain: Dirty Fighting
Available:
Allows: Dirty Fighting Combat Fluidity
UseCost: Mana (50)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: FLEE
Usage: FLEE ("DIRECTION")
Examples: flee
Description: 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. Fleeing from combat can cause you to lose experience points in many cases, so use this command sparingly. If all of your opponents are asleep, paralyzed, or bound, however, no loss is recorded for using this command.

Flying Kick

===Flying Kick===
Domain: Kicking
Available: Monk(12)
Allows: Iron Kicking Combat Fluidity
UseCost: Movement (62)
Quality: Malicious
Targets: Creatures
Range: Range 1 - Range 5
Commands: FLYINGKICK, FLYKICK
Usage: FLYING KICK "TARGET NAME"
Examples: flying kick orc
Description: 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 Begging

===Food Begging===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: BEG4FOOD, BEGFORFOOD, FOODBEGGING
Usage: BEG4FOOD "TARGET"
Examples: beg4food joe
Description: This skill allows the character to begin making cute faces at the target, compelling them to give up any food they might have.

Forest Tactics

===Forest Tactics===
Domain: Nature Lore
Available: Barbarian(22)
Allows: Nature Lore
UseCost: Movement (72)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Foul Weather Sailing

===Foul Weather Sailing===
Domain: Sea Travel
Available: Pirate(19) Sailor(20)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (34) Movement (34)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: FOULWEATHERSAILING
Usage: FOULWEATHERSAILING
Examples: foulweathersailing
Description: This skill allows the sailor to rig their ship for sailing in torrential storms and other foul weather, which will eliminate any related sailing problems.

Fourth Totem

===Fourth Totem===
Domain: Shape Shifting
Available: Beastmaster(16)
Allows: Shapeshifting
UseCost: Mana (66)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: SHAPESHIFT "TOTEM NUMBER"/(FORM)
Examples: shapeshift 2

shapeshift lion shapeshift cub shapeshift 3 shapeshift 4

Description: 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

===Fragmentation===
Domain: Weapon Use
Available: Barbarian(24)
Allows: Ranged Striking
UseCost: Movement (74)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Freeze

===Freeze===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: FREEZE
Usage: FREEZE "PLAYER NAME"
Examples: freeze gunther
Description: From anywhere on the map, the player with this skill can render the target mob/player unable to move. Use this skill again on the same player to release them. Magic won't help the player, though the TRANSFER Archon command will still work.

Frostbreath

===Frostbreath===
Domain: Racial Ability
Available:
Allows: Aqualist
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 10
Commands: FROSTBREATH
Usage: FROSTBREATH "TARGET"
Examples:
Description: Example : frostbreath bob

Gasbreath

===Gasbreath===
Domain: Racial Ability
Available:
Allows: Airelist
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 10
Commands: GASBREATH
Usage: GASBREATH "TARGET"
Examples:
Description: Example : gasbreath bob

Genin Training

===Genin Training===
Domain: Education Lore
Available:
Allows: Educating
UseCost: Mana (all)
Quality: Always Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage:
Examples:
Description: Only the most dedicated of all ninja have the honor to recruit new beginning ninjas (or genin). This skill will allow a player to train a thief, or thief sub-class, into the ninja class.

Ghost Chakra

===Ghost Chakra===
Domain: Stealthy
Available: Ninja(8)
Allows: Stealthy
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "GHOST CHAKRA"
Examples: focus "ghost chakra"

foc "ghost chakra"

Description: By studying the moving of the shadows, the ninja can fade into nothing and may move around undetected. The chant will expire if the ninja enters combat. Use the VISIBLE command to revoke this chant from yourself.

Golem Form

===Golem Form===
Domain: Shape Shifting
Available: Delver(10)
Allows: Shapeshifting
UseCost: Mana (60)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: GOLEMFORM
Usage: GOLEMFORM "LIST/FORM NAME"
Examples: golemform

golemform list golemform massive stone golem

Description: 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.

Gore

===Gore===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This ability makes the character especially deadly with natural piercing weapons, dealing considerably more damage.

Gouge

===Gouge===
Domain: Dirty Fighting
Available: Monk(21) Ninja(25)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (100)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: GOUGE
Usage: GOUGE "TARGET NAME"
Examples: gouge orc
Description: The Fighter gouges at the eyes of the target, blinding them for a short time, and possibly taking out an eye in the process.

GravityFloat

===GravityFloat===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Items Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Grazing

===Grazing===
Domain: Racial Ability
Available:
Allows:
UseCost: Movement (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: GRAZE
Usage: GRAZE
Examples: graze
Description: The player is able to feast off the land of the open plains to satiate his or her hunger. And when continuing to graze even after, can fill additional stomachs, allowing him or her to "chew their cud" to satiate hunger without eating in the future.

Groin

===Groin===
Domain: Dirty Fighting
Available: Gaoler(3)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (53)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: GROIN
Usage: GROIN "TARGET NAME"
Examples: groin orc
Description: The player delivers a dirty rotten kick to the groin, causing the target to take a bit of damage, feel a horrible amount of pain, and for males, to be dazed for a time. The target will be wary of the second kick, though. Groin is also unique in that, while it may hurt a lot, it can never kill the target.

Guildmaster

===Guildmaster===
Domain: Influential
Available: Scholar(30)
Allows: Influencing
UseCost: Mana (80)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows the character to inspire the awe of pompous and self-assured competency to anyone of the same base class as the character, or the same base class of the characters exposed/honorary class. The awe will prevent any aggressive action from being taken against the character, unless the character has already started the fight.

Haggle

===Haggle===
Domain: Influential
Available: Artisan(1) Bard(1) Charlatan(1) Jester(1) Thief(10)
Allows: Influencing
UseCost: Mana (51)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: HAGGLE
Usage: HAGGLE BUY/SELL "ITEM NAME" ("SHOPKEEPER NAME")
Examples: haggle buy sword

haggle sell sword

Description: This skill allows the user to get better rates on buying and selling items by haggling with the shopkeeper over the price.

Half Attack

===Half Attack===
Domain: Martial Lore
Available: Artisan(1) Assassin(16) Barbarian(20) Beastmaster(22) Burglar(20) Cleric(17) Doomsayer(17) Healer(20) Mer(22) Missionary(17) Monk(18) Necromancer(17) Oracle(17) Paladin(20) Pirate(24) Purist(17) Ranger(20) Shaman(17) Templar(11) Thief(20) Trapper(22)
Allows: Martial Lore Combat Fluidity
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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 Familiarity

===Hammer Familiarity===
Domain: Weapon Use
Available: Artisan(1)
Allows: HammerRing
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with hammers they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Hammer Proficiency

===Hammer Proficiency===
Domain: Weapon Use
Available: Artisan(1)
Allows: Hammer Familiarity
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with hammers, gaining the ability to use them even if their current class training would not make it feasible normally.

Hammer Specialization

===Hammer Specialization===
Domain: Weapon Use
Available: Assassin(17) Barbarian(1) Fighter(1) Monk(1) Paladin(1) Purist(1) Ranger(1) Templar(9)
Allows: Hammer Striking Hammer Bashing Weaponsmithing Hammer Focus
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is a master of hammers, gaining bonuses to attack when using a hammer in combat. Can also allow the use of higher level hammers if the focus expertise is taken.

HammerRing

===HammerRing===
Domain: Dirty Fighting
Available: Artisan(1)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (51)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: HAMMERRING, HAMMERING
Usage: HAMMERRING "TARGET NAME"
Examples: hammerring orc
Description: The player uses a hammer to whack the target over the head, dazing them for a short while and exiting combat. This is ineffective against golems, undead, and things without a head.

Hand to hand combat

===Hand to hand combat===
Domain: Weapon Use
Available: Apprentice(1) Assassin(7) Barbarian(1) Bard(1) Beastmaster(1) Charlatan(1) Druid(1) Fighter(1) Gaian(1) Gaoler(1) Healer(1) Mer(1) Minstrel(1) Monk(1) Paladin(1) Dancer(1) Ranger(1) Sailor(1) SkyWatcher(1) Templar(15)
Allows: Unarmed Bashing Weaponsmithing Unarmed Focus Unarmed Striking Unarmed Slicing Unarmed Piercing
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player becomes so specialized at hand to hand combat that they gain bonuses to attack when fighting unarmed. Can also allow the use of higher level natural weapons if the focus expertise is taken.

Handcuff

===Handcuff===
Domain: Binding
Available: Gaoler(13)
Allows: Rope Use
UseCost: Movement (63)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: HANDCUFF, CUFF
Usage: HANDCUFF "TARGET NAME"
Examples: cuff orc
Description: 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.

Hard to Port

===Hard to Port===
Domain: Sea Travel
Available: Sailor(17)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Movement (100)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: HARDTOPORT
Usage: HARDTOPORT
Examples: hardtoport
Description: During combat on a ship, the player can put his ship and rigging at risk by putting the ship into an immediate hard turn to port. This will turn the ship counter-clockwise and, for a very brief time, give the ship at least a 25% chance of being missed by any ship siege weapons fired at it. You must let the ship integrity recover for several minutes afterwards before you can try again, however. Failed attempts can also put a strain on the ship if tried too frequently, causing another waiting period to ensue.

Hard to Stern

===Hard to Stern===
Domain: Sea Travel
Available: Sailor(20)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Movement (100)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: HARDTOSTERN
Usage: HARDTOSTERN
Examples: hardtostern
Description: During combat on a ship, the player can put his ship and rigging at risk by putting the ship into an immediate hard turn to stern. This will turn the ship clockwise and, for a very brief time, give the ship at least a 25% chance of being missed by any ship siege weapons fired at it. You must let the ship integrity recover for several minutes afterwards before you can try again, however. Failed attempts can also put a strain on the ship if tried too frequently, causing another waiting period to ensue.

Hardiness

===Hardiness===
Domain: Fitness
Available:
Allows: Fitness
UseCost: Movement (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This ability makes the player more hardy, giving them extra movement points.

Healing Hands

===Healing Hands===
Domain: Healing
Available: Paladin(1)
Allows: Healing
UseCost: Mana (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: HANDS
Usage: HANDS "TARGET NAME"
Examples: hands orc
Description: The Paladin becomes a vessel for the healing power of his or her god.

Heroism

===Heroism===
Domain: Martial Lore
Available: Fighter(25)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (75)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

High Jump

===High Jump===
Domain: Racial Ability
Available:
Allows:
UseCost: Movement (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: HIGHJUMP
Usage: HIGHJUMP ("DIRECTION")
Examples: highjump
Description: Allows the character to leap into another room, where gravity will take it from there. The higher the players expertise, the more air rooms the character will jump through, allowing them to jump to great heights. However, after jumping, inevitably comes the falling...

Hills Tactics

===Hills Tactics===
Domain: Nature Lore
Available: Barbarian(17)
Allows: Nature Lore
UseCost: Movement (67)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Hire Crewmember

===Hire Crewmember===
Domain: Influential
Available: Sailor(30)
Allows: Influencing
UseCost: Mana (80)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: HIRECREWMEMBER, HIRECREW
Usage: HIRECREW
Examples: hirecrew
Description: From inside a pub or bar near the shore, the player can hire a local patron to man his or her ship. The hireling will be 5-10 levels below the player, and will take on one of the crew roles when they are brought aboard the ship. Roles include Captain (navigates the ship at random during peace), Tactician (navigates the ship during combat), Repairer (fixes battle damage), Defender (defends the ship when boarded), and Trawler (brings in fish). Hiring a sailor costs more money as the player goes up in level. Once the sailor is aboard ship and dismissed from following the player (see NOFOLLOW), they will make that room their home room and begin their duties.

Holy Strike

===Holy Strike===
Domain: Martial Lore
Available: Paladin(4)
Allows: Martial Lore Combat Fluidity
UseCost: Mana (27) Movement (27)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: HOLYSTRIKE
Usage: HOLYSTRIKE "TARGET"
Examples: holystrike
Description: Wielding his trusty sword, the paladin calls down the power of his or her god into a mighty sword swing for devastating damage on evil targets

Hunters Endurance

===Hunters Endurance===
Domain: Fitness
Available: Ranger(11)
Allows: Fitness
UseCost: Mana (61)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Whenever the ranger is tracking, all fatigue, hunger, and thirst disappears. Also, all movement is instantly and constantly restored. When tracking concludes, or combat begins, the rangers previous state resumes.

Hush

===Hush===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: HUSH
Usage: HUSH "PLAYER NAME"
Examples: hush gunther
Description: From anywhere on the map, the player with this skill can render the target mob/player unable to communicate on any channels, or use the tell command. Use this skill again on the same player to release them.

Identify Poison

===Identify Poison===
Domain: Poisoning
Available: Arcanist(7) Assassin(4) Barbarian(19) Beastmaster(7) Jester(2) Ranger(7) Scholar(7) Thief(7) Trapper(7)
Allows: Poisoning
UseCost: Mana (52)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: IDPOISON, IDENTIFYPOISON
Usage: IDPOISON "ITEM NAME"
Examples: idpoison orc
Description: 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.

Imitate

===Imitate===
Domain: Deceptive
Available: Charlatan(7)
Allows: Deceptive
UseCost: Movement (57)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: IMITATE
Usage: IMITATE "SPELL NAME" "TARGET NAME"
Examples: imitate Fireball Orc
Description: 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.

Immunities

===Immunities===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Improved Shield Defence

===Improved Shield Defence===
Domain: Shield Use
Available: Fighter(22)
Allows: Shield Using
UseCost: Movement (72)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: As the fighter gains proficiency with shield use, he becomes better able to use a shield to enhance his armor.

Improved Throwing

===Improved Throwing===
Domain: Weapon Use
Available: Barbarian(14) Ninja(13)
Allows: Ranged Striking
UseCost: Movement (64)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: As the fighter gains proficiency in this skill, he or she hits more accurately with thrown weapons, and does up to double damage.

Infect

===Infect===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: INFECT
Usage: INFECT "PLAYER/MOB NAME" "DISEASE NAME"
Examples: infect gunther flu
Description: The player with this skill can cause the target to become infected with a given disease.

Injure

===Injure===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: INJURE
Usage: INJURE "PLAYER NAME" "body part"
Examples: injure gunther left hand
Description: 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

===Instrument Bash===
Domain: Dirty Fighting
Available: Minstrel(10)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (60)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: INSTRUMENTBASH, IBASH
Usage: IBASH "TARGET NAME"
Examples: ibash orc
Description: The bard uses their instrument as a weapon, delivering an otherwise additional blow to the target in combat.

Intercept Ship

===Intercept Ship===
Domain: Sea Travel
Available: Pirate(23) Sailor(23)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (536870912) Movement (536870912)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: INTERCEPT, INTERCEPTSHIP
Usage: INTERCEPT "SHIP NAME"
Examples: intercept pirate
Description: This powerful skill allows the sailor to use their superior sailing ability to quickly intercept a potential enemy ship of the given name. The sailor's ship or boat's speed is enhanced while following the interception course.

Intimidation

===Intimidation===
Domain: Influential
Available: Barbarian(12) Beastmaster(10) Burglar(4) Doomsayer(9)
Allows: Influencing
UseCost: Movement (54)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill makes the player naturally intimidating to lower level creatures, making them less likely to be able to initiate an attack.

Iron Chakra

===Iron Chakra===
Domain: Fitness
Available: Ninja(10)
Allows: Fitness Diamond Chakra
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "IRON CHAKRA"
Examples: focus "iron chakra"

foc "iron chakra"

Description: A Ninja can harden their chakras, solidifying them to help shrug off damage, thus becoming extremely difficult to score a hit on.

ItemRejuv

===ItemRejuv===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Malicious
Targets: Items
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Jail Key

===Jail Key===
Domain: Legal
Available: Gaoler(24)
Allows: Legal Lore
UseCost: Mana (37) Movement (37)
Quality: Circumstantial
Targets: Exits
Range: Touch, or not applicable
Commands: JAILKEY, JKEY
Usage: JAILKEY "DIRECTION"
Examples: jailkey north
Description: Allows the player to lock or unlock any door to a jail room in the area.

Joke

===Joke===
Domain: Foolishness
Available: Jester(10)
Allows: Foolmaking
UseCost: Mana (60)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: JOKE
Usage: JOKE "TARGET NAME"
Examples: joke orc
Description: 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

===Juggle===
Domain: Foolishness
Available: Jester(1)
Allows: Foolmaking
UseCost: Movement (51)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: JUGGLE
Usage: JUGGLE "ITEM NAME"
Examples: juggle all

juggle dagger juggle

Description: 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

===Jungle Tactics===
Domain: Nature Lore
Available: Barbarian(11)
Allows: Nature Lore
UseCost: Movement (61)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Keenvision

===Keenvision===
Domain: Alert
Available:
Allows: Vigilantly
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows the player to a chance, when in the wild to spot hidden or trapped items or exits. It also grants a bonus when using a ranged weapon.

Ki Strike

===Ki Strike===
Domain: Punching
Available: Monk(17)
Allows: Iron Punching Combat Fluidity
UseCost: Movement (67)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: KISTRIKE, KI
Usage: KISTRIKE
Examples: kistrike
Description: 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

===Kick===
Domain: Kicking
Available: Artisan(1) Assassin(2) Barbarian(2) Beastmaster(2) Fighter(2) Monk(1) Ninja(1) Dancer(3)
Allows: Ax Kick Iron Kicking Combat Fluidity
UseCost: Movement (51)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: KICK
Usage: KICK "TARGET NAME"
Examples: kick orc
Description: The fighter uses his or her feet to deliver an extra bit of pain in combat.

Knife Hand

===Knife Hand===
Domain: Punching
Available: Monk(7)
Allows: Iron Punching Combat Fluidity
UseCost: Movement (57)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Know Plants===
Domain: Nature Lore
Available: Gaian(7) Mer(7) Scholar(7)
Allows: Nature Lore
UseCost: Mana (57)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: KNOWPLANT
Usage: KNOWPLANT "ITEM NAME"
Examples: knowplant flowers
Description: 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.

Krakenform

===Krakenform===
Domain: Shape Shifting
Available:
Allows: Shapeshifting
UseCost: Mana (85)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: KRAKENFORM
Usage: KRAKENFORM
Examples: krakenform
Description: Allows the druid to turn themselves into a mighty kraken of the sea. The normal compass direction commands (north, south..) can be used to swim around. Ship commands, such as TARGET, AIM, COURSE, and STEER also work as described in HELP SHIP COMBAT.


During combat, you must use the AIM command to aim your tentacles by entering AIM TENTACLE.1 (AMOUNT) and AIM TENTACLE.2 (AMOUNT). Being 'sunk' in Krakenform will kill the druid.


Use KRAKENFORM command again to revert to normal form.

Lava Chakra

===Lava Chakra===
Domain: Martial Lore
Available: Ninja(19)
Allows: Martial Lore Combat Fluidity
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "LAVA CHAKRA"
Examples: focus "lava chakra"

foc "lava chakra"

Description: By intensely compressing their chi, the ninja may greatly increase their chance to damage their opponent with their sword for a short while. This chakra may only be used once per MUDhour.

Leeching

===Leeching===
Domain: Anatomy
Available: Gaoler(17)
Allows: Anatomy
UseCost: Mana (67)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: LEECH, LEECHING
Usage: LEECHING "TARGET NAME"
Examples: leech Sophie
Description: 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.

Light Placebo

===Light Placebo===
Domain: Deceptive
Available: Charlatan(5)
Allows: Deceptive
UseCost: Mana (27) Movement (27)
Quality: Always Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: LIGHTPLACEBO
Usage: LIGHTPLACEBO "TARGET NAME"
Examples: lightplacebo Sophie
Description: Through the power of prayer, the rougue can make the target feel like they've received a boost in health (which will vanish if they are damaged again)!

Lightning Strike

===Lightning Strike===
Domain: Martial Lore
Available: Monk(24)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (74)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: LIGHTNINGSTRIKE, LSTRIKE
Usage: LIGHTNINGSTRIKE "TARGET NAME"
Examples: lightningstrike orc
Description: 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.

Lightningbreath

===Lightningbreath===
Domain: Racial Ability
Available:
Allows: Energist
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 10
Commands: LIGHTNINGBREATH
Usage: LIGHTENINGBREATH "TARGET"
Examples:
Description: Example : lighteningbreath bob

Lobotomizing

===Lobotomizing===
Domain: Anatomy
Available: Gaoler(22)
Allows: Anatomy
UseCost: Mana (72)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: LOBOTOMIZE, LOBOTOMIZING
Usage: LOBOTOMIZE "TARGET NAME"
Examples: lobotomize Sophie
Description: The player is able to use delicate tools to scrape away unnecessary brain tissue from the target by going up the nose holes. This can only be done on a cooperative target, such as a follower, or one bound or prone. The effect of the lobotomy is not only horrible screams of pain, but the removal of any aggressive behaviors, mind altering diseases and effects, and will actually make the target a slightly better person. Unfortunately, it may also affect some skill proficiency.

Long Breath

===Long Breath===
Domain: Fitness
Available:
Allows: Fitness
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill grants the ability to hold ones breathe for a period, allowing one to forego damage when under water or otherwise unable to breathe.

Mage Honorary Degree

===Mage Honorary Degree===
Domain: Education Lore
Available: Scholar(20)
Allows: Educating
UseCost: Mana (70)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The scholar can activate an honorary degree in one of the classes whose base class is 'Mage', such as Mage, Abjurer, Alterer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, and Transmuter. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those spells specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.

Make Maps

===Make Maps===
Domain: Calligraphy
Available: Arcanist(13) Bard(13) Burglar(18) Charlatan(13) Scholar(13)
Allows: Fine Calligraphy
UseCost: Mana (63)
Quality: Circumstantial
Targets: Items Creatures
Range: Touch, or not applicable
Commands: MAP
Usage: MAP "PAPER NAME"
Examples: map parchment
Description: 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.

Make Sea Maps

===Make Sea Maps===
Domain: Calligraphy
Available: Pirate(8) Sailor(8) Scholar(8)
Allows: Fine Calligraphy
UseCost: Mana (58)
Quality: Circumstantial
Targets: Items Creatures
Range: Touch, or not applicable
Commands: SEAMAPPING, SEAMAP
Usage: SEAMAP "PAPER NAME"
Examples: seamap parchment
Description: Allows you to begin mapping the seas on the targeted piece of paper. As you sail around the parchment will be filled with a map of the waves you sail over.

Mark Disguise

===Mark Disguise===
Domain: Deceptive
Available: Charlatan(25)
Allows: Deceptive
UseCost: Mana (75)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: MARKDISGUISE
Usage: MARKDISGUISE (!)
Examples: markdisguise

markdisguise !

Description: 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 OOC

===Mark OOC===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: MARKOOC
Usage: MARKOOC "PLAYER NAME"
Examples: MARKOOC gunther
Description: From anywhere on the map, the player with this skill can render the target mob/player unable to receive any further RolePlay experience. Use this skill again on the same player to release them.

Matrix Possess

===Matrix Possess===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: MPOSSESS
Usage: MPOSSESS "PLAYER NAME"
Examples: mpossess bob
Description: This skill will allow you automatically possess a new mob in the same room as the target player whenever the target moves to a new room. Just like possess, use QUIT to shut it down.

Meditation

===Meditation===
Domain: Fitness
Available: Abjurer(16) Alterer(16) Conjurer(16) Diviner(16) Enchanter(16) Evoker(16) Illusionist(16) Mage(16) Shaman(23) SkyWatcher(22) Transmuter(16) Wizard(16)
Allows: Fitness
UseCost: Mana (66)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: MEDITATE
Usage: MEDITATE
Examples: meditate
Description: If the mage is in a quiet, sitting position, this skill will allow him or her to gain mana back at an accelerated rate.

Memorize

===Memorize===
Domain: Calligraphy
Available: Abjurer(1) Alterer(1) Conjurer(1) Diviner(1) Enchanter(1) Evoker(1) Illusionist(1) Mage(1) Transmuter(1) Wizard(1)
Allows: Fine Calligraphy
UseCost: Mana (5)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: MEMORIZE
Usage: MEMORIZE "SPELL NAME" "SCROLL SOURCE NAME"
Examples: memorize magic missile scroll
Description: 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

===Metacrafting===
Domain: Archon
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: METACRAFT
Usage: METACRAFT (EVERY) "ITEM NAME" ("MATERIAL NAME") (TO SELF/HERE/FILE "FILENAME")

METACRAFT ALL "SKILL NAME" ("MATERIAL NAME") (TO SELF/HERE/FILE "FILENAME")

Examples: metacraft wagon oak

metacraft wagon metacraft "every sword" bronze metacraft "every sword" metacraft "every sword" iron to file /items.cmare metacraft "all carpentry"

Description: This skill will allow you to create any item that is craftable from the numerous common skills. The item created may be made of a material specified, or automatically crafted by a random material valid to the appropriate skill. You can also specify the destination of the items, whether it be the room, your inventory, or an xml file.

Mimicry

===Mimicry===
Domain: Foolishness
Available: Jester(5)
Allows: Foolmaking
UseCost: Mana (55)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: MIMICRY, MIMIC
Usage: MIMICRY "TARGET NAME"
Examples: mimcry orc
Description: The player begins to mimic the actions of the target, thus annoying them.

Mind Suck

===Mind Suck===
Domain: Grappling
Available:
Allows: Vice-Gripping Combat Fluidity
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: MINDSUCK
Usage: MINDSUCK "TARGET NAME"
Examples: mindsuck orc
Description: The character begins to suck the brain out of the target for nourishment. If the target is following the character, or is otherwise bound or asleep, and can remain so, the character can begin to suck at the targets brain. After a short strain, the killing act is completed, and the character is relieved of any hunger.

Monkey Grip

===Monkey Grip===
Domain: Martial Lore
Available: Barbarian(35)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (85)
Quality: Circumstantial
Targets: Items Creatures
Range: Touch, or not applicable
Commands: MONKEYGRIP, MGRIP
Usage: MONKEYGRIP "WEAPON NAME"
Examples: monkeygrip supersword
Description: Short(s): MGRIP

This skill allows the fighter to wield two two-handed weapons as if they were one-handed. Dual Wielding skill would still be required in order to actually use the second weapon in combat. Wielding a two-handed weapon this way will cause severe loss of attack and damage bonuses, but those losses are in turn mitigated by proficiency and expertise.

Monkey Punch

===Monkey Punch===
Domain: Punching
Available: Monk(1)
Allows: Knife Hand Iron Punching Combat Fluidity
UseCost: Movement (51)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

MonkSkill

===MonkSkill===
Domain: Nothing
Available:
Allows:
UseCost: Movement (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Monologue

===Monologue===
Domain: Theatre
Available: Charlatan(20)
Allows: Acting
UseCost: Mana (35) Movement (35)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: MONOLOGUE
Usage: MONOLOGUE
Examples: monologue
Description: The bard begins a dramatic monologue, causing everyone, friend and foe alike, to suspend all activity (including spell effects), until the bard is done. To maintain the monologue, the bard MUST say something at least every 4 seconds. If the bard leaves the room, or stops speaking, then the effect will end.

Morse Code

===Morse Code===
Domain: Sea Travel
Available: Sailor(6) Scholar(6)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Movement (56)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: MORSECODE, MORSE
Usage: "MORSECODE" "MESSAGE"
Examples: morsecode I'm here at on my boat!
Description: This skill can be used to either tap on walls or flash a held light source in order to send morse code signals. The distance that the signals can be detected increase with expertise. Only someone else with the morse code skill can interpret them.

Mountain Tactics

===Mountain Tactics===
Domain: Nature Lore
Available: Barbarian(14)
Allows: Nature Lore
UseCost: Movement (64)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Mounted Charge===
Domain: Animal Affinity
Available: Paladin(16)
Allows: Animal Affinity
UseCost: Movement (66)
Quality: Malicious
Targets: Creatures
Range: Range 1 - Range 99
Commands: MOUNTEDCHARGE, MCHARGE
Usage: MCHARGE "TARGET NAME"
Examples: mcharge orc
Description: The Paladin, from the back of a mount, rides at top speed at an target, delivering a deadly attack, but sacrificing armor.

Mounted Combat

===Mounted Combat===
Domain: Animal Affinity
Available: Artisan(1) Barbarian(17) Fighter(11) Paladin(11) Ranger(11)
Allows: Animal Affinity
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill helps negate the bad consequences of fighting from horseback or from a boat or other vehicle.

Multiwatch

===Multiwatch===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: MULTIWATCH
Usage:
Examples:
Description:

My Plants

===My Plants===
Domain: Nature Lore
Available: Delver(1) Druid(1) Gaian(1) Mer(1)
Allows: Nature Lore
UseCost: Mana (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: MYPLANTS, PLANTS
Usage: MYPLANTS
Examples: myplants
Description: 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.

Natural Weapon Proficiency

===Natural Weapon Proficiency===
Domain: Weapon Use
Available: Artisan(1)
Allows: Dodge Kick
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with certain natural weapons, gaining the ability to use them even if their current class training would not make it feasible normally.

Naval Tactics

===Naval Tactics===
Domain: Sea Travel
Available: Sailor(21)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (71)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: NAVALTACTICS, NTACTICS
Usage: NAVALTACTICS "TACTIC"
Examples: ntactics follow
Description: From the deck of a big sailing ship, and during ship combat, the sailor can automatically set a course on his or her ship according to a particular combat tactic. The tactics include:

FOLLOW - Maintain a distance from the enemy ship equal to the current distance.

RETREAT - Maintain a distance just outside the enemy ships gun range.

FLEE - Flee from combat by sailing towards the closest escape route.

APPROACH - Get as close as possible to the enemy ship.

Ninth Totem

===Ninth Totem===
Domain: Shape Shifting
Available:
Allows: Shapeshifting
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: SHAPESHIFT "TOTEM NUMBER"/(FORM)
Examples: shapeshift 2

shapeshift lion shapeshift cub shapeshift 3 shapeshift 4

Description: 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.

Nipple Twist

===Nipple Twist===
Domain: Dirty Fighting
Available: Gaoler(5)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (55)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: NIPPLETWIST
Usage: NIPPLETWIST "TARGET NAME"
Examples: nippletwist orc
Description: The player grabs the targets nipples and gives them a twist, causing the target to take a bit of damage, and feel a horrible amount of pain. Nipple Twist is also unique in that, while it may hurt a lot, it can never kill the target.

Octo-Grapple

===Octo-Grapple===
Domain: Nothing
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: GRAPPLE
Usage:
Examples:
Description:

Opponent Knowledge

===Opponent Knowledge===
Domain: Combat Lore
Available: Fighter(21)
Allows: Combat Lore
UseCost: Movement (71)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: SIZEUP, OPPONENT
Usage: SIZEUP "TARGET NAME"
Examples: sizeup orc
Description: The fighter's experience is used to determine a more accurate survey of an target's health, combat prowess, and defensive capability.

Pack Call

===Pack Call===
Domain: Animal Affinity
Available: Beastmaster(30)
Allows: Animal Affinity
UseCost: Mana (80)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: PACKCALL
Usage: PACKCALL
Examples: packcall
Description: 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.

Paladin Skill

===Paladin Skill===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Paladin's Aura

===Paladin's Aura===
Domain: Holy Protection
Available: Paladin(19)
Allows: Protecting
UseCost: Mana (69)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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's Courage===
Domain: Holy Protection
Available: Paladin(13)
Allows: Protecting
UseCost: Mana (63)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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's Goodness===
Domain: Holy Protection
Available: Paladin(24)
Allows: Protecting
UseCost: Mana (74)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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 Mount

===Paladin's Mount===
Domain: Animal Affinity
Available: Paladin(7)
Allows: Animal Affinity
UseCost: Mana (57)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The paladin extends his holy protection to his or her mount. When mounted on a horse or equine, the mount has enhanced saving throws, especially against disease and poison, immunity to fear attacks, and protection from evil prayers.

Paladin's Purity

===Paladin's Purity===
Domain: Holy Protection
Available: Paladin(14)
Allows: Protecting
UseCost: Mana (64)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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's Resistance===
Domain: Holy Protection
Available: Paladin(2)
Allows: Protecting
UseCost: Mana (52)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Paralysis

===Paralysis===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: PARALYZE
Usage: PRAY "REMOVE PARALYSIS" "TARGET NAME"
Examples: pray "remove paralysis" bob
Description: Removes any unholy paralysis from the target.

Parry

===Parry===
Domain: Evasive
Available: Arcanist(9) Artisan(1) Assassin(9) Barbarian(3) Charlatan(22) Fighter(3) Minstrel(14) Monk(3) Ninja(9) Paladin(3) Pirate(9) Ranger(3) Templar(6) Thief(9) Trapper(11)
Allows: Evasively
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Peacefully

===Peacefully===
Domain: Archon
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets:
Range: Touch - Range 10
Commands: PEACEFULLY
Usage: PEACEFULLY "COMMAND"
Examples: peacefully kill bob
Description: Allows the player to issue a command that would start combat, but then immediately end combat before things get out of control.

Pin

===Pin===
Domain: Grappling
Available: Beastmaster(12) Monk(13) Trapper(20)
Allows: Vice-Gripping Combat Fluidity
UseCost: Movement (62)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: PIN
Usage: PIN "TARGET NAME"
Examples: pin orc
Description: 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.

Placebo

===Placebo===
Domain: Deceptive
Available: Charlatan(15)
Allows: Deceptive
UseCost: Mana (32) Movement (32)
Quality: Always Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: PLACEBO
Usage: PLACEBO "TARGET NAME"
Examples: placebo Sophie
Description: Through the power of prayer, the rougue can make the target feel like they've received a strong boost in health (which will vanish if they are damaged again)!

Plains Tactics

===Plains Tactics===
Domain: Nature Lore
Available: Barbarian(24)
Allows: Nature Lore
UseCost: Movement (74)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Planar Defiance

===Planar Defiance===
Domain: Cosmology
Available:
Allows: Planar Finessing Planar Empowering Planar Extending
UseCost: Mana (85)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The players connection to reality is so strong that they create an aura around themselves and their group which is divinely defiant of damage absorbing effects on other planes of existence.

Planar Enemy

===Planar Enemy===
Domain: Martial Lore
Available:
Allows: Martial Lore Combat Fluidity
UseCost: Mana (85)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: A specific and instinctive hatred towards creatures from a particular plane of existence, granting an attack and damage bonus advantage against those creatures.

Planar Lore

===Planar Lore===
Domain: Education Lore
Available: Scholar(21)
Allows: Educating
UseCost: Mana (71)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: PLANARLORE, PLORE
Usage: PLANARLORE "LIST/PLANE NAME" (REPORT)
Examples: planarlore list

plore astral plore astral report

Description: Through extensive education, the player is able to recall a random bit of information about one of the planes of existence. Each level of expertise enlarges the types of information that can be recalled, though only one piece of information is recalled at a time. Failing a proficiency check requires a few extra seconds of remembering, however. The REPORT argument will cause the results to be recited out loud.

Planar Shifting Ability

===Planar Shifting Ability===
Domain: Nothing
Available:
Allows:
UseCost: Mana (966367641)
Quality: Circumstantial
Targets: Items Creatures Exits Rooms
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Planar Tactics

===Planar Tactics===
Domain: Cosmology
Available:
Allows: Planar Finessing Planar Empowering Planar Extending
UseCost: Movement (85)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Planar Veteran

===Planar Veteran===
Domain: Nature Lore
Available:
Allows: Nature Lore
UseCost: Movement (85)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Plant Form

===Plant Form===
Domain: Shape Shifting
Available: Gaian(10)
Allows: Shapeshifting
UseCost: Mana (60)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: PLANTFORM
Usage: PLANTFORM "LIST/FORM NAME"
Examples: plantform

plantform list plantform flower

Description: 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.

Point Blank Shot

===Point Blank Shot===
Domain: Martial Lore
Available: Fighter(19) Ranger(12)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (62)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows a fighter to use a ranged weapon, such as a bow and arrow, at very close range.

Poison Immunity

===Poison Immunity===
Domain: Holy Protection
Available: Paladin(17)
Allows: Protecting
UseCost: Mana (67)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: As the Paladin's proficiency grows, he or she becomes more and more immune to poison and poisonous affects.

Poisonous Bite

===Poisonous Bite===
Domain: Racial Ability
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: BITE
Usage: PBITE "TARGET NAME"
Examples: pbite orc
Description: This ability allows one to deliver a vicious mundane bite that does a bit of damage, but will also sometimes inflict a poison.

Polearm Familiarity

===Polearm Familiarity===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with polearms they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Polearm Proficiency

===Polearm Proficiency===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with polearms, gaining the ability to use them even if their current class training would not make it feasible normally.

Polearm Specialization

===Polearm Specialization===
Domain: Weapon Use
Available: Assassin(19) Barbarian(1) Doomsayer(1) Fighter(1) Mer(1) Monk(1) Paladin(1) Ranger(1) Templar(8)
Allows: Polearm Striking Polearm Focus Weaponsmithing Polearm Slicing Polearm Piercing
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is a polearm master, gaining bonuses to attack when using a polearm in combat. Can also allow the use of higher level polearms if the focus expertise is taken.

Prayercraft

===Prayercraft===
Domain: Arcane Lore
Available: Charlatan(18) Oracle(8) Scholar(17)
Allows: Arcane Lore
UseCost: Mana (58)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Pressure Points===
Domain: Martial Lore
Available: Monk(11)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (61)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Gives the fighter a bonus to all damage during combat when fighting unarmed in melee.

Prison Assignment

===Prison Assignment===
Domain: Legal
Available: Gaoler(8)
Allows: Legal Lore
UseCost: Mana (58)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: PRISONASSIGNMENT, PASSIGN
Usage: PRISONASSIGNMENT SETPRISON

PRISONASSIGNMENT "TARGET OFFICER"

Examples:
Description: This skill allows the player to convince the target officer to take a prisoner otherwise bound for an official jail cell to instead take the prisoner to a cell of the players prior designation. The convincing is done by paying the officer a sum, and the bribe will last for at least a full day, but will need to be renewed after each move. Before talking to the officer, the player should designate a room with a locked door as a prison cell by using SETPRISON. This does not legally make the room into an official jail cell for other purposes.

Prisoner Transfer

===Prisoner Transfer===
Domain: Legal
Available: Gaoler(13)
Allows: Legal Lore
UseCost: Mana (63)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: PRISONERTRANFER, PTRANSFER
Usage: PRISONERTRANSFER "TARGET OFFICER"
Examples:
Description: This skill allows the player to convince a targeted law enforcement officer to take the next bound prisoner to the player's location instead of to the intended judge. The convincing is done by paying the officer a sum of money, which will last for at least a full day or until a prisoner is transferred to the player, whichever happens first.

Puppeteer

===Puppeteer===
Domain: Foolishness
Available: Jester(25)
Allows: Foolmaking
UseCost: Mana (75)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: PUPPETEER, PUPPET
Usage: PUPPETEER "ITEM NAME"
Examples: puppeteer [item name]
Description: 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

===QuickChange===
Domain: Foolishness
Available: Jester(3)
Allows: Foolmaking
UseCost: Mana (53)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: QUICKCHANGE
Usage: QUICKCHANGE
Examples: quickchange
Description: The bard is so adept at costume changes that he can seemingly instantly remove all of his gear (putting it who knows where), retrieve another costume (from who knows where) and put it on. This skill will swap what the bard is currently wearing with whatever gear the bard 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.

Quills

===Quills===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: QUILLS
Usage: QUILLS "TARGET"
Examples: quills orc
Description: Being covered in sharp quills, this ability will automatically harm an attacker who gets in range. It can also be used to project quills at a nearby enemy for extra piercing damage.

Racial Enemy

===Racial Enemy===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: A specific and instinctive hatred towards a particular kind of creature, granting an attack and damage bonus advantage against those creatures.

Racial Lore

===Racial Lore===
Domain: Education Lore
Available: Scholar(12)
Allows: Educating
UseCost: Mana (62)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: RACIALLORE, RLORE
Usage: RACIALLORE "LIST/RACE NAME" (REPORT)
Examples: raciallore list

rlore dragon rlore dragon report

Description: Through extensive education, the player is able to recall random bits of information about one of the many races. Each level of expertise enlarges the number of factoids recalled per attempt. Failing a proficiency check requires a few extra seconds of remembering, however. The REPORT argument will cause the results to be recited out loud.

Racial Weapon Familiarity

===Racial Weapon Familiarity===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with natural racial weapons they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Rally Cry

===Rally Cry===
Domain: Singing
Available: Barbarian(16)
Allows: Rejoicing Singing Resounding Singing Echoed Singing
UseCost: Movement (66)
Quality: Always Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: RALLYCRY
Usage: RALLYCRY
Examples: rallycry
Description: 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 Familiarity

===Ranged Weapon Familiarity===
Domain: Weapon Use
Available: Artisan(1)
Allows:
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with ranged weapons they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Ranged Weapon Proficiency

===Ranged Weapon Proficiency===
Domain: Weapon Use
Available: Artisan(1)
Allows: Cover Defence Ranged Weapon Familiarity
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with thrown and ranged weapons, gaining the ability to use them even if their current class training would not make it feasible normally.

Ranged Weapon Specialization

===Ranged Weapon Specialization===
Domain: Weapon Use
Available: Assassin(1) Barbarian(1) Bard(1) Charlatan(1) Fighter(1) Jester(1) Minstrel(1) Missionary(1) Monk(1) Ninja(2) Paladin(1) Pirate(1) Dancer(1) Ranger(1) Templar(10) Thief(1) Trapper(1)
Allows: Weaponsmithing Fletching Ranged Focus Ranged Piercing Ranged Bashing Ranged Striking
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player becomes so specialized at thrown and ranged combat that they gain bonuses to attack when fighting from afar. Can also allow the use of higher level weapons if the focus expertise is taken.

Rapid Shot

===Rapid Shot===
Domain: Martial Lore
Available: Arcanist(14) Fighter(7) Ranger(7) Thief(14)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (57)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Recall===
Domain: Conjuration
Available: Abjurer(1) Alterer(1) Apprentice(1) Arcanist(1) Artisan(1) Assassin(1) Barbarian(1) Bard(1) Beastmaster(1) Burglar(1) Charlatan(1) Cleric(1) Conjurer(1) Delver(1) Diviner(1) Doomsayer(1) Druid(1) Enchanter(1) Evoker(1) Fighter(1) Gaian(1) Gaoler(1) Healer(1) Illusionist(1) Jester(1) Mage(1) Mer(1) Minstrel(1) Missionary(1) Monk(1) Necromancer(1) Oracle(1) Paladin(1) Pirate(1) Dancer(1) Purist(1) Ranger(1) Sailor(1) Scholar(1) Shaman(1) SkyWatcher(1) Templar(1) Thief(1) Transmuter(1) Trapper(1) Wizard(1)
Allows: Reduced Conjuring Power Conjuring Extended Conjuring Ranged Conjuring
UseCost: Mana (51)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: RECALL, /
Usage: RECALL
Examples: recall
Description: 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

===Record===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: RECORD
Usage: RECORD "PLAYER NAME"
Examples: record gunther
Description: 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

===Recover Voice===
Domain: Fitness
Available: SkyWatcher(16)
Allows: Fitness
UseCost: Mana (66)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: VRECOVER, RECOVERVOICE
Usage: RECOVERVOICE
Examples: recovervoice
Description: 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

===Regional Awareness===
Domain: Nature Lore
Available: Ranger(24)
Allows: Nature Lore
UseCost: Mana (24)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: REGION, REGIONALAWARENESS
Usage: REGIONAL
Examples: regional
Description: 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

Relics

===Relics===
Domain: Arcane Lore
Available: Cleric(1) Doomsayer(1) Healer(1) Minstrel(5) Missionary(1) Necromancer(1) Oracle(1) Purist(1) Shaman(1) Templar(1)
Allows: Arcane Lore
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Rend

===Rend===
Domain: Weapon Use
Available: Beastmaster(25)
Allows: Unarmed Striking Unarmed Piercing
UseCost: Movement (75)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: REND
Usage: REND "TARGET NAME"
Examples: rend orc
Description: 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

===Rescue===
Domain: Martial Lore
Available: Barbarian(8) Charlatan(5) Fighter(5) Minstrel(8) Monk(5) Paladin(2) Ranger(2)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (52)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: RESCUE, RES
Usage: RESCUE "GROUP MEMBER"
Examples: rescue bob
Description: 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

===Resistance===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Params : see Prop_HaveResister

Example : see Prop_HaveResister

Desc. :

Gives the mob skill-based resistances and immunities.

Return Projectile

===Return Projectile===
Domain: Evasive
Available: Monk(25)
Allows: Evasively
UseCost: Movement (75)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Reveal Text

===Reveal Text===
Domain: Street Smarts
Available: Scholar(8)
Allows: Street Lore
UseCost: Mana (8)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: REVEALTEXT
Usage: REVEALTEXT "TARGET NAME" ("PAGE NUMBER")
Examples: revealtext paper

revealtext book 3

Description: The player reveals any invisible writing on a book or document or other writing. It can be used similar to the READ command to select different pages of a book as well.

Revoke

===Revoke===
Domain: Neutralization
Available: Abjurer(1) Alterer(1) Arcanist(5) Beastmaster(1) Charlatan(2) Cleric(1) Conjurer(1) Delver(1) Diviner(1) Doomsayer(1) Druid(1) Enchanter(1) Evoker(1) Gaian(1) Healer(1) Illusionist(1) Mage(1) Mer(1) Missionary(1) Necromancer(1) Ninja(1) Oracle(1) Paladin(6) Purist(1) Ranger(6) Shaman(1) SkyWatcher(1) Templar(1) Transmuter(1) Wizard(1)
Allows: Neutralizing
UseCost: Mana (51)
Quality: Circumstantial
Targets: Items Creatures Exits Rooms
Range: Touch - Range 10
Commands: REVOKE
Usage: REVOKE "TARGET NAME"
Examples: revoke bob
Description: 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.

Roll With Blows

===Roll With Blows===
Domain: Evasive
Available: Barbarian(21) Fighter(16) Jester(25) Dancer(21)
Allows: Evasively
UseCost: Movement (66)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: While in combat, this skill trims off some of the damage from normal melee hits.

Satire

===Satire===
Domain: Foolishness
Available: Jester(19)
Allows: Foolmaking
UseCost: Mana (69)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: SATIRE
Usage: SATIRE "TARGET NAME"
Examples: satire cityguard
Description: 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 crime 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

===Scalping===
Domain: Anatomy
Available: Barbarian(5)
Allows: Anatomy
UseCost: Movement (5)
Quality: Circumstantial
Targets: Items Creatures
Range: Touch, or not applicable
Commands: SCALP, SCALPING
Usage: SCALP "TARGET BODY"
Examples: scalp body
Description: With this common skill, a dead body can be scalped, removing the top part of its head.

Scavenge

===Scavenge===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Items Creatures Exits Rooms
Range: Touch, or not applicable
Commands: SCAVENGE
Usage: SCAVENGE "TARGET BODY"
Examples: scavenge body
Description: With this skill, a dead body can be scavanged for parts, especially the last bits of meat.

Sea Charting

===Sea Charting===
Domain: Sea Travel
Available: Pirate(10) Sailor(10)
Allows: Intercept Ship Ranged Sailing Reduced Sailing Power Sailing Sea Navigation Extended Sailing
UseCost: Mana (30) Movement (30)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: SEACHARTING, SEACHART
Usage: SEACHART ADD/LIST/REMOVE "NUMBER"/DISTANCE "NUMBER"
Examples: seachart add

seachart remove 1 seachart list seachart distance 2

Description: This skill allows the player to keep track of various points of the sea on his or her nautical charts, from within a boat or sailing ship. Use the ADD command to add your ships current location to the list of charted points. Use LIST to list all previous places added. Use REMOVE followed by one of the numbers from the LIST to remove an old point. Use DISTANCE followed by one of the numbers from the LIST to see the number of sea rooms between the ships current location and that nautical chart point.

Sea Legs

===Sea Legs===
Domain: Sea Travel
Available: Pirate(4) Sailor(2)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (52)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows the player to remain on his or her feet despite certain magical or physical attempts to get them off their feel while on the deck of their ship. It also provides immunity to sea sickness.

Sea Lore

===Sea Lore===
Domain: Water Lore
Available: Mer(1)
Allows: Water Lore
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: automatic
Examples:
Description: So long as the Druid is in the water, he or she will have a advantage in attack, damage, and armor adjustements.

Sea Maneuvers

===Sea Maneuvers===
Domain: Sea Travel
Available: Sailor(14)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (64)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: During ship combat, this skill will allow the player who passes their proficiency check to make sharper turns with their ship, even to going in an opposite direction at the end of a round. This allows the ship to make more maneuvers per combat round when changing directions.

Sea Navigation

===Sea Navigation===
Domain: Sea Travel
Available: Pirate(12) Sailor(12)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (31) Movement (31)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: SEANAVIGATION, SEANAVIGATE
Usage: SEANAVIGATE "NUMBER"
Examples: seanavigate 3
Description: This skill works with the charts created with the Sea Charting skill to find the direction the player must steer their ship in order to reach a charted location. If the sailor has the authority and ability to set a course on a large ship, that will be done automatically. Otherwise, the directions from the current boat location will be given.

Second Attack

===Second Attack===
Domain: Martial Lore
Available: Arcanist(17) Assassin(15) Barbarian(9) Bard(17) Beastmaster(12) Burglar(17) Charlatan(17) Fighter(8) Jester(17) Minstrel(17) Paladin(9) Pirate(17) Dancer(17) Ranger(9) Templar(21) Thief(17) Trapper(17)
Allows: Third Attack Martial Lore Combat Fluidity
UseCost: Mana (58)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Allows the affected character to deliver a second attack during their round. These attacks will be slightly less effective than primary attacks.

Second Totem

===Second Totem===
Domain: Shape Shifting
Available: Beastmaster(6) Mer(17)
Allows: Shapeshifting
UseCost: Mana (56)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: SHAPESHIFT "TOTEM NUMBER"/(FORM)
Examples: shapeshift 2

shapeshift lion shapeshift cub shapeshift 3 shapeshift 4

Description: 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.

Secret Writing

===Secret Writing===
Domain: Calligraphy
Available: Scholar(11)
Allows: Fine Calligraphy
UseCost: Mana (61)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: SECRETWRITING, SECRETWRITE, SWRITE, SWR
Usage:
Examples:
Description:

Sense Snares and Pits

===Sense Snares and Pits===
Domain: Nature Lore
Available: Ranger(20)
Allows: Nature Lore
UseCost: Mana (70)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The Ranger has the natural ability to sense snares, pits, and other kinds of traps while roaming around outdoors.

Set Snare

===Set Snare===
Domain: Trapping
Available: Ranger(12)
Allows: Trapping
UseCost: Mana (31) Movement (31)
Quality: Malicious
Targets: Rooms
Range: Touch, or not applicable
Commands: SETSNARE
Usage: SETSNARE
Examples: setsnare
Description: The ranger carefully sets a snare on the outdoor room, tripping up and binding anyone who runs into it. Snares will be permanent on owned property.

Seventh Totem

===Seventh Totem===
Domain: Shape Shifting
Available:
Allows: Shapeshifting
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: SHAPESHIFT "TOTEM NUMBER"/(FORM)
Examples: shapeshift 2

shapeshift lion shapeshift cub shapeshift 3 shapeshift 4

Description: 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.

Shame

===Shame===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: SHAME
Usage: SHAME "PLAYER NAME" (RL TIME)
Examples: shame gunther

shame gunther 3 hours

Description: From anywhere on the map, the player with this skill can shame the target mob/player making them unable to effectively interact with shopkeepers or to be spoken to or about.

Shape Shift

===Shape Shift===
Domain: Shape Shifting
Available: Beastmaster(1) Druid(1) Mer(1)
Allows: Shapeshifting
UseCost: Mana (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: SHAPESHIFT
Usage: SHAPESHIFT (FORM)
Examples: shapeshift

shapeshift list shapeshift cub

Description: Throughout his or her life, a Druid will have a particular creature which he or she may change to and from at will. By entering into this chant in any shape, the druid may change to their special animal form. The animal form will progress as the Druid gains in levels. Entering the command again allows the druid to revert to human form. A higher level druid may optionally specify a lower version of their form to assume that. Use shapeshift list to see all available forms.

Shards

===Shards===
Domain: Arcane Lore
Available: Beastmaster(1) Delver(5) Druid(1) Gaian(1) Mer(1) SkyWatcher(1)
Allows: Arcane Lore
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Shield Bash

===Shield Bash===
Domain: Shield Use
Available: Barbarian(4) Fighter(4) Paladin(4) Ranger(4) Templar(14)
Allows: Shield Using AutoBash
UseCost: Movement (54)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: BASH
Usage: BASH "TARGET NAME"
Examples: bash orc
Description: The fighter uses their shield as a weapon, delivering an otherwise additional blow to the target in combat.

Shield Block

===Shield Block===
Domain: Shield Use
Available: Fighter(9)
Allows: Shield Using
UseCost: Movement (59)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: So long as the Fighter is holding a shield, he has a chance to totally block weapon attacks coming at him or her.

Shield Familiarity

===Shield Familiarity===
Domain: Armor Use
Available: Artisan(1)
Allows: Armor Optimizing
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with shields they have crafted themselves, gaining an armor bonus from using the product of their own hands.

Shield Specialization

===Shield Specialization===
Domain: Weapon Use
Available: Barbarian(1) Fighter(1) Monk(1) Paladin(1) Ranger(1)
Allows: Shield Striking Weaponsmithing Shield Focus
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is adept with a shield, gaining bonuses to attack and damage when using a shield as a weapon in combat (such as Shield Bash). Can also allow the use of higher level shields if the focus expertise is taken.

Ship Lore

===Ship Lore===
Domain: Water Lore
Available: Artisan(1) Pirate(9) Sailor(9)
Allows: Water Lore
UseCost: Mana (51)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: SHIPLORE, SLORE
Usage: SHIPLORE "SHIP NAME" (REPORT)
Examples: shiplore list

slore raging dragon slore "raging dragon" report

Description: Through extensive education, the player is able to recall random bits of information about a ship they can see. Each level of expertise enlarges the number of factoids recalled per attempt. Failing a proficiency check requires a few extra seconds of remembering, however. The REPORT argument will cause the results to be recited out loud. An attempt to recall information about a ship you cannot presently see will reduce or eliminate your chances of remembering, depending on expertise.

Shoot Web

===Shoot Web===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 5
Commands: SHOOTWEB
Usage: SHOOTWEB "TARGET"
Examples: shootweb orc
Description: This spell will cause a glob of sticky web-like material to assault the target. The target will be unable to move until they can break free.

Shrug Off

===Shrug Off===
Domain: Fitness
Available: Barbarian(30)
Allows: Fitness
UseCost: Movement (80)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: BRACE
Usage: BRACE
Examples: shrugoff
Description: The Barbarian braces him or herself for the next blow, allowing that blow to be shrugged off without any damage.

Shuffle

===Shuffle===
Domain: Foolishness
Available: Charlatan(16)
Allows: Foolmaking
UseCost: Movement (66)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: SHUFFLE
Usage:
Examples:
Description: 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.

Shush

===Shush===
Domain: Influential
Available: Scholar(17)
Allows: Influencing
UseCost: Mana (33) Movement (33)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: SHUSH
Usage: SHUSH "TARGET"
Examples: shush orc
Description: The player is so intimidatingly adept at keeping others quiet, that he or she can give the universal SHUSH to a target and often make them agree to whisper and refrain from loud noises like spell casting for a time. This skill is limited outside of libraries and book stores, but more powerful inside them.

Side Kick

===Side Kick===
Domain: Kicking
Available: Monk(16)
Allows: Iron Kicking Combat Fluidity
UseCost: Movement (66)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Siege Weapon Specialization

===Siege Weapon Specialization===
Domain: Weapon Use
Available: Sailor(16)
Allows: Weaponsmithing Siege Bashing
UseCost: Mana (66)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is a siege weapon master, gaining bonuses to damage when used during combat.

Sinking

===Sinking===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Items Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Sixth Totem

===Sixth Totem===
Domain: Shape Shifting
Available:
Allows: Shapeshifting
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: SHAPESHIFT "TOTEM NUMBER"/(FORM)
Examples: shapeshift 2

shapeshift lion shapeshift cub shapeshift 3 shapeshift 4

Description: 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.

Skillcraft

===Skillcraft===
Domain: Street Smarts
Available: Oracle(12) Scholar(11)
Allows: Street Lore
UseCost: Mana (61)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is so knowledgable about uncommon skills that he or she can identify skills in his or her presence by name. The players ability to identify more powerful skills will go up in level as he or she does.

Slapstick

===Slapstick===
Domain: Foolishness
Available: Jester(4)
Allows: Foolmaking
UseCost: Movement (54)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: SLAPSTICK
Usage: SLAPSTICK "TARGET NAME"
Examples: slapstick orc
Description: 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.

Sling Proficiency

===Sling Proficiency===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with slings, gaining the ability to use them even if their current class training would not make it feasible normally.

Slip

===Slip===
Domain: Dirty Fighting
Available:
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: SLIPPIFY
Usage: SLIP "TARGET NAME"
Examples: slip orc
Description: This skills causes someone to slip and fall.

Slow Fall

===Slow Fall===
Domain: Fitness
Available: Jester(12)
Allows: Fitness
UseCost: Mana (62)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: If the proficiency check is made, this player does not fall from high places, but floats instead.

Smoke Chakra

===Smoke Chakra===
Domain: Stealthy
Available: Ninja(20)
Allows: Stealthy
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "SMOKE CHAKRA"
Examples: focus "smoke chakra"

foc "smoke chakra"

Description: The ninja surrounds themself with an ethereal smoke, causing any thrown or physical ranged attack weapons in the room to slow in flight and do only half damage to the ninja.

Smoke Signals

===Smoke Signals===
Domain: Nature Lore
Available: Barbarian(5) Scholar(5)
Allows: Nature Lore
UseCost: Movement (55)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: SMOKESIGNALS, SMOKESIGNAL
Usage: "SMOKESIGNALS" "MESSAGE"
Examples: smokesignals I'm here at the temple!
Description: 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.

Snap Kick

===Snap Kick===
Domain: Kicking
Available:
Allows: Iron Kicking Combat Fluidity
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: So long as the fighter is unarmed, he or she has this ability to deliver an extra attack per round using a swift, forward kick.

Soiled

===Soiled===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: SOIL
Usage:
Examples:
Description:

Song Write

===Song Write===
Domain: Calligraphy
Available: Bard(15)
Allows: Fine Calligraphy Wise Crafting
UseCost: Mana (65)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: SONGWRITE
Usage: SONGWRITE "SPELL NAME" "TARGET NAME"
Examples: songwrite "rage" scroll
Description: 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 bard however. The bard will lose some experience points for using this skill. Song Writing also requires that the caster be at full mana.

Songcraft

===Songcraft===
Domain: Arcane Lore
Available: Charlatan(6) Scholar(13)
Allows: Arcane Lore
UseCost: Mana (56)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Spellcraft

===Spellcraft===
Domain: Arcane Lore
Available: Abjurer(8) Alterer(8) Arcanist(7) Charlatan(12) Conjurer(8) Diviner(4) Enchanter(8) Evoker(8) Illusionist(7) Mage(8) Scholar(15) Transmuter(8) Wizard(1)
Allows: Arcane Lore
UseCost: Mana (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Spring Attack===
Domain: Acrobatic
Available: Barbarian(10) Dancer(11)
Allows: Acrobatic Combat Fluidity
UseCost: Movement (60)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: SPRINGATTACK, SPRING, SATTACK
Usage: SPRINGATTACK "TARGET NAME"
Examples: sattack orc
Description: Short(s) : spring, sattack

The Barbarian delivers a quick damaging blow, then leaps backwards to a further position of range 1 or 2.

Stability

===Stability===
Domain: Acrobatic
Available: Artisan(1) Assassin(20) Jester(16) Pirate(16)
Allows: Master Trawling Acrobatic AutoCrawl Combat Fluidity
UseCost: Mana (51)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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 Familiarity

===Staff Familiarity===
Domain: Weapon Use
Available: Artisan(1)
Allows: Staff Making Trip
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with staffs they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Staff Proficiency

===Staff Proficiency===
Domain: Weapon Use
Available: Artisan(1)
Allows: Staff Familiarity
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with staffs, gaining the ability to use them even if their current class training would not make it feasible normally.

Staff Specialization

===Staff Specialization===
Domain: Weapon Use
Available: Druid(1)
Allows: Weaponsmithing
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with staffs, gaining bonuses to attack when using a staff in combat. Can also allow the use of higher level staffs if the focus expertise is taken.

StdSkill

===StdSkill===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Stigma

===Stigma===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The characters reputation always precedes them in an exaggerated fashion. For all of their factions, the world will react both normally, AND as if they are at one extreme or the other, depending on current leanings.

Stinkify

===Stinkify===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: STINKIFY
Usage: STINKIFY "PLAYER NAME"
Examples: stinkify gunther
Description: 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

===Stone Body===
Domain: Fitness
Available: Barbarian(25)
Allows: Fitness
UseCost: Movement (75)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The Barbarian has become so hardened to battle that he or she ignores 2 points from every damage roll taken.

Stone Chakra

===Stone Chakra===
Domain: Fitness
Available: Ninja(2)
Allows: Fitness Iron Chakra
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "STONE CHAKRA"
Examples: focus "stone chakra"

foc "stone chakra"

Description: By calling on the energy of the earth beneath them the ninja can take a stance as solid as rock, becoming immune to any attack that would knock them off their feet.

Stonecunning

===Stonecunning===
Domain: Alert
Available:
Allows: Vigilantly
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows the player to a chance, when in mountains, caves, or stone rooms, to spot hidden or trapped items or exits.

Stowaway

===Stowaway===
Domain: Deceptive
Available: Sailor(4)
Allows: Deceptive
UseCost: Mana (27) Movement (27)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: STOWAWAY
Usage: STOWAWAY ("DESTINATION"/"CHART INDEX")
Examples: stowaway

stowaway new thalos docks stowaway 3

Description: The sailor packs himself into a shipping crate bound for overseas travel, and, after a long sea voyage, emerges on a different shore. If the sailor knows Sea Charting, he or she may be able to select the destination from his or her charts. Shorter voyages to more distant locations can be obtained through expertise. A failed skill check will seem to work fine, but the sailor will not end up where their charts said they would.

Strike The Set

===Strike The Set===
Domain: Theatre
Available: Charlatan(5)
Allows: Acting
UseCost: Movement (55)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: STRIKETHESET, STRIKESET
Usage: STRIKETHESET

STRIKESET

Examples: striketheset
Description: The bard strikes the set of the room, making any and all items in the room appear to be gone, and the room empty.

Struggle

===Struggle===
Domain: Evasive
Available: Jester(6) Minstrel(18)
Allows: Evasively
UseCost: Mana (56)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: STRUGGLE
Usage: STRUGGLE
Examples: struggle
Description: 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

===Subdue===
Domain: Evasive
Available: Fighter(6)
Allows: Evasively
UseCost: Movement (56)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: SUBDUE
Usage: SUBDUE "TARGET NAME"
Examples: subdue orc
Description: 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. During combat, a smart fighter can examine his or her target and tell how close they are to being fully subdued despite the apparent actual damage done. Once knocked out, the target can not be killed until consciousness is regained.


Enter SUBDUE again to cancel this effect.

Swamp Tactics

===Swamp Tactics===
Domain: Nature Lore
Available: Barbarian(12)
Allows: Nature Lore
UseCost: Movement (62)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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

===Sweep===
Domain: Dirty Fighting
Available: Barbarian(16) Fighter(15) Monk(15) Paladin(23) Ranger(18)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (65)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: SWEEP
Usage: SWEEP
Examples:
Description: 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

===Swim===
Domain: Fitness
Available: Abjurer(1) Alterer(1) Apprentice(1) Arcanist(1) Artisan(1) Assassin(1) Barbarian(1) Bard(1) Beastmaster(1) Burglar(1) Charlatan(1) Cleric(1) Conjurer(1) Delver(1) Diviner(1) Doomsayer(1) Druid(1) Enchanter(1) Evoker(1) Fighter(1) Gaian(1) Gaoler(1) Healer(1) Illusionist(1) Jester(1) Mage(1) Mer(1) Minstrel(1) Missionary(1) Monk(1) Necromancer(1) Oracle(1) Paladin(1) Pirate(1) Dancer(1) Purist(1) Ranger(1) Sailor(1) Scholar(1) Shaman(1) SkyWatcher(1) Templar(1) Thief(1) Transmuter(1) Trapper(1) Wizard(1)
Allows: Fitness AutoSwim
UseCost: Movement (51)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: SWIM
Usage:
Examples:
Description:

Sword Familiarity

===Sword Familiarity===
Domain: Weapon Use
Available: Artisan(1)
Allows: Master Weaponsmithing
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with swords they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Sword Proficiency

===Sword Proficiency===
Domain: Weapon Use
Available: Artisan(1)
Allows: Parry Half Attack Sword Familiarity
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with sword, gaining the ability to use them even if their current class training would not make it feasible normally.

Sword Specialization

===Sword Specialization===
Domain: Weapon Use
Available: Assassin(1) Barbarian(1) Bard(1) Charlatan(1) Fighter(1) Jester(1) Minstrel(1) Monk(1) Ninja(1) Paladin(1) Pirate(1) Dancer(1) Ranger(1) Templar(1) Thief(1) Trapper(1)
Allows: Sword Piercing Weaponsmithing Sword Slicing Craft Holy Avenger Sword Striking Sword Focus
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is a sword master, gaining bonuses to attack when using a sword in combat. Can also allow the use of higher level swords if the focus expertise is taken.

Tail Swipe

===Tail Swipe===
Domain: Racial Ability
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: TAILSWIPE
Usage: TAILSWIPE "TARGET NAME"
Examples: tailswipe orc
Description: The character uses their tail to make a powerful swipe at the legs of his or her enemies with their tail. This will result in some damage, and possibly tripping them.

Tenth Totem

===Tenth Totem===
Domain: Shape Shifting
Available:
Allows: Shapeshifting
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: SHAPESHIFT "TOTEM NUMBER"/(FORM)
Examples: shapeshift 2

shapeshift lion shapeshift cub shapeshift 3 shapeshift 4

Description: 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.

Thief Honorary Degree

===Thief Honorary Degree===
Domain: Education Lore
Available: Scholar(18)
Allows: Educating
UseCost: Mana (68)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The scholar can activate an honorary degree in one of the classes whose base class is 'Thief', such as Thief, Assassin, Burglar, Arcanist, Pirate, and Trapper. When the scholar has Studied at least 4 skills qualified for by at least one of the qualifying classes, including those skills specified by the class, then the scholar will receive access to an honorary degree Title. The scholar can then use the TITLE command to select and use the honorary degree title. When one of these titles is in use, the scholar is permitted to enter areas normally only allowed to those of the qualifying class, and also gains the ability to pick up and equip items which would normally fly away from the scholars hands if normally attempted.

Thiefcraft

===Thiefcraft===
Domain: Street Smarts
Available: Charlatan(16) Oracle(16)
Allows: Street Lore
UseCost: Mana (66)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is so knowledgable about thief skills that he or she can identify skills in his or her presence by name. The players ability to identify more powerful skills will go up in level as he or she does.

Third Attack

===Third Attack===
Domain: Martial Lore
Available: Fighter(18)
Allows: Martial Lore Combat Fluidity
UseCost: Mana (68)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Allows the character to deliver a third attack during their round. These attacks will be slightly less effective than primary attacks.

Third Totem

===Third Totem===
Domain: Shape Shifting
Available: Beastmaster(11)
Allows: Shapeshifting
UseCost: Mana (61)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: SHAPESHIFT "TOTEM NUMBER"/(FORM)
Examples: shapeshift 2

shapeshift lion shapeshift cub shapeshift 3 shapeshift 4

Description: 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.

Throw Feces

===Throw Feces===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 10
Commands: THROWFECES
Usage: THROWFECES "TARGET"
Examples: THROWFECES Orc
Description: The player with this skill is able to reach around and produce feces on demand and then instantly throw it at the target. The feces wont do much damage, but has a chance of giving a disease, and soiling the victim.

Tie Down

===Tie Down===
Domain: Binding
Available: Sailor(7)
Allows: Rope Use
UseCost: Movement (57)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: TIEDOWN
Usage: TIEDOWN (UNTIE) "BOAT/SHIP NAME"
Examples: tiedown ship

tiedown untie ship

Description: The sailor uses special knots to tie down a boat or large sailing ship at an official boat dock. The knots can be easily removed by the original sailor using either this skill or Unbinding. However, anyone else will find it more difficult to figure out the knots.

Toughness

===Toughness===
Domain: Fitness
Available: Fighter(10)
Allows: Fitness Toughness II
UseCost: Movement (60)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This ability toughens up the fighter, giving them extra hitpoints.

Toughness II

===Toughness II===
Domain: Fitness
Available: Fighter(14)
Allows: Fitness Toughness III
UseCost: Movement (64)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This ability toughens up the fighter, giving them extra hitpoints. The hit points stack with those gained from Toughness.

Toughness III

===Toughness III===
Domain: Fitness
Available: Fighter(18)
Allows: Fitness
UseCost: Movement (68)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This ability toughens up the fighter, giving them extra hitpoints. The hit points stack with those gained from Toughness and Toughness II.

Track

===Track===
Domain: Combat Lore
Available: Charlatan(12) Ranger(1) Trapper(12)
Allows: Combat Lore
UseCost: Movement (51)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: TRACK
Usage: TRACK "TARGET NAME"
Examples: track orc
Description: 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

===Track Animal===
Domain: Combat Lore
Available: Ranger(3)
Allows: Combat Lore
UseCost: Movement (53)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: TRACKANIMAL
Usage: TRACK ANIMAL
Examples: trackanimal
Description: The ranger, being a skilled hunter, may use this skill to track down the nearest unintelligent animal in the area.

Track Friend

===Track Friend===
Domain: Racial Ability
Available:
Allows:
UseCost: Movement (50)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: FTRACK, TRACKFRIEND, FRIENDTRACK
Usage: FTRACK "FRIEND NAME"
Examples: ftrack bob
Description: The player attempts to find a trail leading from where he or she is at present, to the location of the indicated friend, which is a group or clan member! When walking around, the player will become aware of which direction seems best.

Tracking

===Tracking===
Domain: Nothing
Available:
Allows:
UseCost: Movement (50)
Quality: Sometimes Beneficial
Targets: Creatures Rooms
Range: Touch, or not applicable
Commands: TRACKTO
Usage: FTRACK "FRIEND NAME"
Examples: ftrack bob
Description: The player attempts to find a trail leading from where he or she is at present, to the location of the indicated friend, which is a group or clan member! When walking around, the player will become aware of which direction seems best.

Trip

===Trip===
Domain: Dirty Fighting
Available: Arcanist(11) Artisan(1) Assassin(11) Bard(13) Beastmaster(8) Charlatan(13) Fighter(14) Jester(13) Monk(8) Ninja(8) Paladin(18) Pirate(11) Dancer(13) Ranger(17) Thief(11)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (51)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: TRIP
Usage: TRIP "TARGET NAME"
Examples: trip orc
Description: 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.

Truce

===Truce===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: DECLARETRUCE
Usage:
Examples:
Description:

True Shot

===True Shot===
Domain: Martial Lore
Available: Assassin(15) Fighter(8) Ranger(7) Trapper(11)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (57)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Gives the fighter an enormous boost to attack rating when using a ranged or thrown weapon in ranged combat.

Tumble

===Tumble===
Domain: Acrobatic
Available: Assassin(24) Burglar(23) Fighter(20) Jester(18) Monk(19) Dancer(15)
Allows: Acrobatic Combat Fluidity
UseCost: Movement (65)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: TUMBLE
Usage: TUMBLE
Examples: tumble
Description: 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

===Tune Instrument===
Domain: Artistic
Available: Minstrel(5)
Allows: Artsy
UseCost: Mana (55)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: TUNEINSTRUMENT, TUNE
Usage: TUNE
Examples:
Description: The Bard tunes their instrument, which can provide bonuses to many songs which are played with it.

Turn Undead

===Turn Undead===
Domain: Death Lore
Available: Cleric(5) Healer(1) Oracle(5) Purist(1)
Allows: Death Lore
UseCost: Mana (51)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: TURN
Usage: TURN "TARGET NAME"
Examples: turn skeleton
Description: 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 Dagger Fighting

===Two Dagger Fighting===
Domain: Martial Lore
Available: Assassin(19)
Allows: Martial Lore Combat Fluidity
UseCost: Mana (69)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: While in combat, this skill allows the player to attack with a second dagger in the hold position, assuming the player is in range for the second weapon. This skill also allows more frequent attacks when wielding two daggers. If the player also has two weapon fighting, then they will find they no longer suffer quite as much attack and damage penalty when using two daggers.

Two Weapon Fighting

===Two Weapon Fighting===
Domain: Martial Lore
Available: Assassin(12) Barbarian(3) Bard(14) Fighter(3) Monk(3) Pirate(12) Dancer(14) Ranger(4) Thief(12)
Allows: Two Dagger Fighting Martial Lore Combat Fluidity
UseCost: Mana (53)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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 small attack and a tiny damage penalty for using 2 weapons.

Undead Invisibility

===Undead Invisibility===
Domain: Death Lore
Available:
Allows: Death Lore
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Allows the priest or paladin to walk among the undead without being assaulted.

Upstage

===Upstage===
Domain: Theatre
Available: Charlatan(14)
Allows: Acting
UseCost: Mana (32) Movement (32)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: UPSTAGE
Usage: UPSTAGE
Examples: upstage
Description: The bard upstages his or her enemies, making them stop fighting who they were fighting, target the bard, and cross the room to reach him or her. The effect ends when they hit the bard, at which point they returning immediately to their previous target and range.

Urban Tactics

===Urban Tactics===
Domain: Nature Lore
Available: Fighter(21)
Allows: Nature Lore
UseCost: Movement (71)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: 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.

Vicious Blow

===Vicious Blow===
Domain: Anatomy
Available:
Allows: Anatomy
UseCost: Movement (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The warrior is capable of more crippling blows due to growing up in a culture that encourages sadistic experimentation. Critical hits scored by this character do considerably more damage than normal.

WanderHomeLater

===WanderHomeLater===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

Wands

===Wands===
Domain: Arcane Lore
Available: Abjurer(1) Alterer(1) Arcanist(3) Artisan(1) Assassin(5) Bard(3) Burglar(5) Charlatan(8) Conjurer(1) Diviner(1) Enchanter(1) Evoker(1) Fighter(13) Illusionist(1) Jester(5) Mage(1) Paladin(7) Pirate(5) Ranger(5) Scholar(5) Thief(3) Transmuter(1) Wizard(1)
Allows: Arcane Lore Rodsmithing Wand Making
UseCost: Mana (51)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description:

War Cry

===War Cry===
Domain: Singing
Available: Barbarian(13)
Allows: Rejoicing Singing Resounding Singing Echoed Singing
UseCost: Movement (63)
Quality: Always Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: WARCRY
Usage: WARCRY
Examples: warcry
Description: 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

===Warrants===
Domain: Legal
Available: Artisan(1) Charlatan(9) Gaoler(9) Thief(23)
Allows: Legal Lore
UseCost: Mana (51)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: WARRANTS
Usage:
Examples:
Description: The player, using nothing more than local contacts and charismatic persuasion, gathers information about all warrants and wanted criminals.

Water Cover

===Water Cover===
Domain: Water Lore
Available: Mer(7)
Allows: Water Lore
UseCost: Mana (28) Movement (28)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: WCOVER
Usage: WCOVER
Examples: wcover
Description: The druid slinks into the water, taking cover behind reed, seaweed, or simply blending in with the waves, all while remaining 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 druid must be in or on the water for this skill to work. You can use the VISIBLE command to make yourself visible again.

Water Tactics

===Water Tactics===
Domain: Nature Lore
Available: Sailor(16)
Allows: Nature Lore
UseCost: Movement (66)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill gives the fighter an edge in attack, defence, and damage when fighting in the water. The fighter can also hide themselves simply by resting in the water and staying still for a few mins.

Weak Energy Drain

===Weak Energy Drain===
Domain: Death Lore
Available:
Allows: Death Lore
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: DRAINWEAKENERGY
Usage:
Examples:
Description:

Weak Paralysis

===Weak Paralysis===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: WPARALYZE
Usage:
Examples:
Description:

Weapon Break

===Weapon Break===
Domain: Martial Lore
Available: Barbarian(15) Fighter(12) Monk(13)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (62)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: BREAK
Usage: BREAK "TARGET NAME"
Examples: break orc
Description: The fighter will attempt the difficult maneuver of breaking the weapon of the target. See also help on SONG BREAK.

Weapon Catch

===Weapon Catch===
Domain: Martial Lore
Available: Fighter(23)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (73)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows the fighter to thwart disarm attempts by catching his as it flies out of his hand.

Weapon Familiarity

===Weapon Familiarity===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is familiar with weapons they have crafted themselves, gaining an attack bonus from wielding the product of their own hands.

Weapon Proficiency

===Weapon Proficiency===
Domain: Weapon Use
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is proficient with all weapons, which negates any diggiculties presented by class training that would normally not allow particular weapons to be used.

Weapon Sharpening

===Weapon Sharpening===
Domain: Weapon Use
Available: Fighter(4)
Allows:
UseCost: Mana (54)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: WEAPONSHARPENING, SHARPEN
Usage: SHARPEN "WEAPON NAME"
Examples: sharpen sword
Description: The fighter sharpens the slashing or piercing weapon so that it will give a slight damage bonus during use. The weapon will remain sharp until it takes too much wear damage in combat.

Weapon Specialization

===Weapon Specialization===
Domain: Weapon Use
Available:
Allows: Weaponsmithing
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player is a weapon master, gaining bonuses to attack when armed. Can also allow the use of higher level weapons if the focus expertise is taken.

Well Dressed

===Well Dressed===
Domain: Nothing
Available:
Allows:
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: CAST
Usage:
Examples:
Description:

Whomp

===Whomp===
Domain: Dirty Fighting
Available: Fighter(17)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (67)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: WHOMP
Usage: WHOMP "TARGET NAME"
Examples: whomp orc
Description: The fighter attempts to deliver a massive blow to the target, causing them to instantly to fall unconscious for a time.

Wilderness Lore

===Wilderness Lore===
Domain: Nature Lore
Available: Artisan(1) Barbarian(1) Beastmaster(1) Delver(1) Druid(1) Gaian(1) Oracle(9) Scholar(9) Trapper(13)
Allows: Floristry Nature Lore Weaving
UseCost: Mana (51)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: WILDERNESSLORE, WLORE
Usage: WLORE (REPORT)
Examples: wlore

wlore report

Description: Tells you what type of terrain you are presently in or on, and something about the climate. As expertise increases, you'll also be able to recognize the types of resources that places like this might provide. The REPORT argument will cause the results to be recited out loud.

Wind Chakra

===Wind Chakra===
Domain: Stealthy
Available: Ninja(4)
Allows: Smoke Chakra Ghost Chakra Stealthy
UseCost: Mana (50)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FOCUS, FOC
Usage: FOCUS "WIND CHAKRA"
Examples: focus "wind chakra"

foc "wind chakra"

Description: By focusing chi, the ninja can speed up their chakras and increase the vibration of their physical body to become out of focus with the world, making them harder to land hits on.

Winged Flight

===Winged Flight===
Domain: Racial Ability
Available:
Allows:
UseCost: Movement (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: FLAP
Usage:
Examples:
Description:

Woodland Creep

===Woodland Creep===
Domain: Stealthy
Available: Ranger(24)
Allows: Stealthy
UseCost: Mana (37) Movement (37)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: WCREEP
Usage: WCREEP
Examples: wcreep
Description: 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

===Woodland Hide===
Domain: Stealthy
Available: Gaian(7) Ranger(14) SkyWatcher(5)
Allows: Camouflage Stealthy
UseCost: Mana (27) Movement (27)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: WHIDE
Usage: WHIDE
Examples: whide
Description: 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

===Woodland Lore===
Domain: Nature Lore
Available: Ranger(15)
Allows: Nature Lore
UseCost: Mana (65)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage: automatic
Examples:
Description: 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

===Woodland Sneak===
Domain: Stealthy
Available: Ranger(10) SkyWatcher(10)
Allows: AutoSneak Stealthy
UseCost: Movement (60)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: WSNEAK
Usage: WSNEAK "DIRECTION"
Examples: wsneak e
Description: 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

===Wrath===
Domain: Archon
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch - Range 1
Commands: WRATH
Usage: WRATH "PLAYER NAME" (!)
Examples: wrath gunther

wrath gunther !

Description: 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

===Write===
Domain: Calligraphy
Available: Abjurer(1) Alterer(1) Apprentice(1) Arcanist(1) Artisan(1) Assassin(1) Barbarian(1) Bard(1) Beastmaster(1) Burglar(1) Charlatan(1) Cleric(1) Conjurer(1) Delver(1) Diviner(1) Doomsayer(1) Druid(1) Enchanter(1) Evoker(1) Fighter(1) Gaian(1) Gaoler(1) Healer(1) Illusionist(1) Jester(1) Mage(1) Mer(1) Minstrel(1) Missionary(1) Monk(1) Necromancer(1) Oracle(1) Paladin(1) Pirate(1) Dancer(1) Purist(1) Ranger(1) Sailor(1) Scholar(1) Shaman(1) SkyWatcher(1) Templar(1) Thief(1) Transmuter(1) Trapper(1) Wizard(1)
Allows: Embroidering Engraving Fine Calligraphy Lore
UseCost: Mana (5)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: WRITE, WR
Usage:
Examples:
Description: 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.