LISTTHIEF

From CoffeeMud Wiki
Jump to navigation Jump to search
CoffeeMUD
Administrator                                                  Builder                                                              Player
=CoffeeMUD Administrator Information=
Installation     Help     Development    Modification     Feature Requests     Mud Grinder     ini     CMARE Share     Wiki
=CoffeeMUD LIST WIKI Commands=
AREAS WIKI     CLASSES WIKI     ABILITIES WIKI     COMMANDS WIKI     EXPERTISES WIKI     SOCIALS WIKI    
=CoffeeMUD LIST WIKIHELP Commands=
AREAS WIKIHELP     CLASSES WIKIHELP     ABILITIES WIKIHELP     COMMANDS WIKIHELP     EXPERTISES WIKIHELP     SOCIALS WIKIHELP    

Thief Skills

Thief Skill Help

A Thief Skill

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

Alertness

===Alertness===
Domain: Alert
Available: Pirate(20) Thief(20)
Allows: Vigilantly
UseCost: Mana (70)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: ALERTNESS
Usage: ALERTNESS
Examples: alertness
Description: The thief uses his or her acute vision to notice details about rooms he might otherwise miss. The higher his alertness expertise, the more he will catch.

Ambush

===Ambush===
Domain: Stealthy
Available: Assassin(22) Beastmaster(24) Thief(25)
Allows: Stealthy
UseCost: Mana (36) Movement (36)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: AMBUSH
Usage: AMBUSH
Examples: ambush
Description: The thief directs the movements of his or her group members, positioning them so that they are in a hidden state, ready for an ambush.

Analyze Mark

===Analyze Mark===
Domain: Combat Lore
Available: Assassin(13) Charlatan(14) Scholar(14)
Allows: Combat Lore
UseCost: Mana (63)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The thief, after marking a target for death (see the MARK skill), and "observing" the mark for awhile (~ a minute), gains great insight into the target. The thief will be able to see all vital information about the mark every time they examine the mark directly (LOOK).

Appraise

===Appraise===
Domain: Street Smarts
Available: Artisan(1) Bard(4) Burglar(3) Dancer(4) Scholar(17)
Allows: Haggle Street Lore
UseCost: Mana (51)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: APPRAISE
Usage: APPRAISE "ITEM NAME"
Examples: appraise sword
Description: The thief carefully examines the item, determining (perhaps even successfully), the items material, weight, size (for armor), and base gold value.

Arsonry

===Arsonry===
Domain: Criminal
Available: Thief(13)
Allows: Criminal Deviousness
UseCost: Mana (63)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: ARSON, ARSONRY
Usage: ARSONRY "TARGET ITEM"/"DIRECTION"
Examples: arsonry pile of wood

arsonry east

Description: If the thief is holding a torch or something else usable to spread fire, he may quickly light an available item, or a random item in an adjacent room using this skill.

Articles

===Articles===
Domain: Influential
Available: Pirate(21)
Allows: Influencing
UseCost: Mana (71)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: ARTICLES
Usage: ARTICLES "TARGET NAME"
Examples: articles bob
Description: This skill allows the player on their ship to offer the articles of piracy to the target bound or grouped npc. If they are accepted, the target will be tied to the ship for the rest of their life, and will perform one of three jobs for the ship:


Siege Weapon Operator: This type of crew will remain passive until the ship enters combat. At that point they will seek out the nearest siege weapon and attempt to load and aim it. They pick up and use any suitable ammunition sitting around.


Defender: This type of crew will remain passive until the ship enters combat. At that point, they will begin wandering the ship looking for fights to get into against anyone who boards.


Boarder: This type of crew will remain passive until the ship enters combat. At that point, they will begin wandering the ship looking for a way to get to the enemy ship. If any grapples are sitting around, they will grab them and use them.


The total amount of crew that can sign the articles of piracy is limited by the size of the ship deck, the number of rooms in the ship total, and the expertise of the pirate.

Assassinate

===Assassinate===
Domain: Dirty Fighting
Available: Assassin(14)
Allows: Dirty Fighting Combat Fluidity
UseCost: Mana (32) Movement (32)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: ASSASSINATE
Usage: ASSASSINATE ("TARGET NAME")
Examples:
Description: The thief begins to track their mark for assassination. When the track is complete, the thief will automatically attack. If the thief is hidden, then the attack will be as a backstab. Non-players with this skill will accept a parameter of a name, and will sneak into the room with the target. Players with the Mark skill, however, must Mark the target first.

AutoCaltrops

===AutoCaltrops===
Domain: Trapping
Available: Ninja(10) Trapper(12)
Allows: Trapping
UseCost: Mana (62)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: AUTOCALTROPS
Usage: AUTOCALTROPS
Examples:
Description: The thief quickly prepares a handful of caltrops and drops them into every room he or she enters automatically. These traps are permanent on owned property, but won't affect those who live there.

AutoDetect Traps

===AutoDetect Traps===
Domain: Alert
Available: Trapper(10)
Allows: Vigilantly
UseCost: Mana (60)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: AUTODETECTTRAPS
Usage: AUTODETECTTRAPS
Examples: autodetecttraps
Description: The thief concentrates on scanning all exits and obvious items in a room for signs of traps whenever entering a room.

AutoMark Traps

===AutoMark Traps===
Domain: Alert
Available: Trapper(10)
Allows: Vigilantly
UseCost: Mana (60)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: AUTOMARKTRAPS
Usage: AUTOMARKTRAPS
Examples: automarktraps
Description: The thief concentrates on scanning all exits and obvious items in a room for signs of traps whenever entering a room. When one is spotted, the thief places the mark upon it so others will know their peril.

AutoSneak

===AutoSneak===
Domain: Stealthy
Available: Thief(4)
Allows: Stealthy
UseCost: Mana (54)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: AUTOSNEAK
Usage: AUTOSNEAK
Examples:
Description: The thief begins using his or her sneaking skill every time they move. By turning this on, the thief uses half their normal movement cost for sneaking. Enter AUTOSNEAK again to turn it off. The success of a sneak attempt can depend on the level of the mobs in the room the thief is trying to sneak into, and on the thiefs stealth expertise.

AutoSwipe

===AutoSwipe===
Domain: Stealing
Available: Burglar(22)
Allows: Theft Mastery
UseCost: Mana (72)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: AUTOSWIPE
Usage: AUTOSWIPE (PCT %)
Examples: autoswipe

autoswipe 98%

Description: The player begins instinctively using their ability to swipe gold from people when moving through crowds. When the player enters a room, if at least two eligible victims are available, the thief will attempt to swipe from one of them at random. To use the skill, it must be turned on by entering AUTOSWIPE. It is turned off by entering AUTOSWIPE again. Normally, the thief will only go after a victim if the chance of going undiscovered is at least 90%. However, this can be raised or lowered by entering a new percentage along with the command when turning it on.

Avoid Traps

===Avoid Traps===
Domain: Find/Remove Traps
Available: Jester(20) Trapper(3)
Allows: Trap Disabling
UseCost: Mana (53)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player gains the ability to skirt, dodge, withstand, avoid, and otherwise survive traps which he may trigger or be fixing to trigger.

Back Stab

===Back Stab===
Domain: Dirty Fighting
Available: Assassin(10) Burglar(10) Pirate(10) Thief(10) Trapper(15)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (60)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: BACKSTAB, BS
Usage: BACKSTAB "TARGET NAME"
Examples: backstab orc
Description: Shorts : BS

If the thief is hidden, or otherwise invisible to the target, this ability will allow him or her to deal a massive one-time attack to them.

Belay

===Belay===
Domain: Sea Travel
Available: Pirate(3) Sailor(3)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (26) Movement (26)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: BELAY
Usage: BELAY "ITEM"
Examples: belay box
Description: This ability secures an item to the deck of a sailing ship, so that it cannot be washed overboard.

Bind

===Bind===
Domain: Binding
Available: Beastmaster(13) Jester(11) Pirate(13) Sailor(13) Thief(13) Trapper(16)
Allows: Rope Use
UseCost: Movement (61)
Quality: Malicious
Targets: Creatures Rooms
Range: Touch, or not applicable
Commands: BIND
Usage: BIND "TARGET NAME"
Examples: bind orc
Description: The thief uses ropes to bind the target, making them unable to move. The target must be completely incapacitated (asleep) for the binding to work. The bound creature can break free eventually, but the skill of the binding improves with the level of the thief.

Blend In

===Blend In===
Domain: Street Smarts
Available: Reliquist(16)
Allows: Street Lore
UseCost: Mana (66)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: BLENDIN
Usage: BLENDIN
Examples: blendin
Description: Knowledge of the ways of other cities allows the character to blend in with local city populations, making the locals less likely to attack the rogue, if they were otherwise inclined to. Venturing too far from familiar streets and shops, however, makes the deception more difficult.

Borrow Boon

===Borrow Boon===
Domain: Stealing
Available: Reliquist(9)
Allows: Steal Boon Theft Mastery
UseCost: Mana (29) Movement (29)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: BORROWBOON, BBORROW
Usage: BORROWBOON "TARGET NAME"
Examples: borrowboon orc

bborrow orc

Description: The thief will attempt to tap into the raw divine power of a holy item presently being held in order to borrow/copy a divine magical effect from the target and onto themselves. This skill can not be used in combat, and works best when the target can not see the thief. This skill is almost always successful if the target is incapacitated (asleep, knocked out, bound, etc). This skill has a small chance of depleting the item.

Bribe

===Bribe===
Domain: Influential
Available: Burglar(14) Thief(24)
Allows: Influencing
UseCost: Mana (64)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: BRIBE
Usage: BRIBE "TARGET NAME" "COMMAND"
Examples: bribe orc sleep
Description: The thief will attempt to use money to get a target to do something for him or her.

Buried Treasure

===Buried Treasure===
Domain: Deceptive
Available: Pirate(5)
Allows: Deceptive Pieces of Eight
UseCost: Mana (55)
Quality: Circumstantial
Targets: Items Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Whenever items are placed in a hole dug using the DIG command, those proficient with this skill will see that they have buried treasure. Treasure so buried will be more difficult to dig up by anyone other than the original bury-er. The difficulty approaches impossible with higher skill level and expertise.

Call Pirate Familiar

===Call Pirate Familiar===
Domain: Animal Affinity
Available: Pirate(15)
Allows: Animal Affinity Pet Spy Pet Steal
UseCost: Mana (all)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: CALLFAMILIAR, PIRATEFAMILIAR, CALLPIRATEFAMILIAR
Usage: CALLFAMILIAR
Examples: callfamiliar
Description: This skill will call forth a "pet" for the rogue with specific powers. The skill requires all mana to use. The pet which results from the call exists only as long as the pet is able to follow the pirate. The pet will, in addition to typical follower duties, grant stat and other bonuses specific to the race of the pet. The type of pet, which is random, may be: a parrot, a rat, a spidermonkey, a boa constrictor, an iguana, or a sea turtle. The pet may also be trained in other skills, and will know how to sneak.

Caltrops

===Caltrops===
Domain: Trapping
Available: Ninja(1) Trapper(1)
Allows: AutoCaltrops Trapping
UseCost: Mana (25) Movement (25)
Quality: Malicious
Targets: Rooms
Range: Touch, or not applicable
Commands: CALTROPS
Usage: CALTROPS
Examples: caltrops
Description: The thief drops numerous small metal spikes on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be damaged by them. This trap is permanent on owned property, but won't affect those who live there.

Camouflage

===Camouflage===
Domain: Nature Lore
Available: Ranger(21)
Allows: Nature Lore
UseCost: Mana (35) Movement (35)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: CAMOUFLAGE
Usage: CAMOUFLAGE "TARGET"
Examples: camouflage bob

camouflage table

Description: The ranger covers the target so that they resemble the surrounding country, making them more difficult to see.

Careful Step

===Careful Step===
Domain: Acrobatic
Available: Thief(17)
Allows: Acrobatic Combat Fluidity
UseCost: Movement (67)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: CARESTEP, CAREFULSTEP
Usage: CARESTEP "DIRECTION"
Examples: carestep east
Description: The thief moves slowly, watching every single footfall with utter care. This has the effect of helping to prevent certain traps from springing, as well as preventing one from falling off a tightrope or narrow bridge.

Case Joint

===Case Joint===
Domain: Street Smarts
Available: Thief(3)
Allows: Street Lore
UseCost: Mana (53)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: CASEJOINT
Usage: CASEJOINT
Examples: casejoint
Description: From the safety of a hidden position, the thief carefully examines a room noting the location of people and objects and their routines. This will give the thief a higher change of success with certain thief skills, and a combat bonus fighting in that room for a period of time. Casing a room for longer is better than not, and the benefits will begin as soon as the thief comes out of hiding and acts.

Con

===Con===
Domain: Deceptive
Available: Burglar(24) Charlatan(23)
Allows: Deceptive
UseCost: Mana (73)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: CON
Usage: CON "TARGET NAME" "COMMAND"
Examples: con orc "drop sword"
Description: The thief will attempt to use trickery, and flattery to get a character to do something for him or her. The conned character will do almost anything, but some things even the gullible won't do, such as follow or sleep (among others).

Conceal Door

===Conceal Door===
Domain: Stealthy
Available: Thief(21)
Allows: Stealthy
UseCost: Mana (35) Movement (35)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: DOORCONCEAL, DCONCEAL, CONCEALDOOR
Usage: DOORCONCEAL "EXIT NAME"
Examples: doorconceal east
Description: The thief is able to hide a door or gate. The level of the door he is able to hide is affected by level and stealth expertise. The door remains hidden from non-players for a long time, or permanently if owned.

Conceal Item

===Conceal Item===
Domain: Stealthy
Available: Pirate(15) Thief(15)
Allows: Stealthy
UseCost: Mana (32) Movement (32)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: ITEMCONCEAL, ICONCEAL, CONCEALITEM
Usage: ITEMCONCEAL "TARGET NAME"
Examples: itemconceal chest
Description: The thief is able to hide an item of moderate size. The size of the item he is able to hide is affected by level and stealth expertise. The item remains hidden for a long time, or permanently if owned.

Conceal Walkway

===Conceal Walkway===
Domain: Stealthy
Available: Thief(24)
Allows: Stealthy
UseCost: Mana (37) Movement (37)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: WALKWAYCONCEAL, WALKCONCEAL, WCONCEAL, CONCEALWALKWAY
Usage: WALKWAYCONCEAL "EXIT NAME"
Examples: walkway east
Description: The thief is able to hide a walkway to or within a building. The level of the walkway he is able to hide is affected by level and stealth expertise. The walkway remains hidden from non-players for a long time, or permanently if owned.

Condemn Mark

===Condemn Mark===
Domain: Influential
Available: Reliquist(20)
Allows: Influencing
UseCost: Mana (35) Movement (35)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: CONDEMNMARK
Usage: CONDEMNMARK
Examples: condemnmark
Description: This wicked skill allows the thief to effectively accuse their mark of horrible sins against their deity. This will cause the deity to express their displeasure.

Contract Hit

===Contract Hit===
Domain: Criminal
Available: Burglar(30)
Allows: Criminal Deviousness
UseCost: Mana (80)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: CONTRACTHIT
Usage: CONTRACTHIT "TARGET NAME"
Examples: contracthit orc
Description: By spending an appropriate amount of money, the player can put a 'hit' out on the target. The target will, after some time, be assaulted by 3-6 assassins of appropriate level. The assassins will persist until their job is done, or are all killed. They will track the target if necessary.

Counter-Tracking

===Counter-Tracking===
Domain: Stealthy
Available: Ninja(3) Thief(3)
Allows: Stealthy
UseCost: Mana (53)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Proficiency in this skill negates mundane tracking skill use against the thief, such as the tracking done by rangers and assassins.

Cut Throat

===Cut Throat===
Domain: Dirty Fighting
Available: Assassin(16)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (66)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: CUTTHROAT, CT
Usage: CUTTHROAT "TARGET NAME"
Examples: cutthroat orc
Description: Shorts : CT

If the thief is hidden, or otherwise invisible to the target, and is wielding a dagger, this ability will allow him or her to cut the target's throat, dealing a big burst of damage, and starting the bleeding effect.

Dagger Defense

===Dagger Defense===
Domain: Evasive
Available: Assassin(6)
Allows: Evasively
UseCost: Mana (56)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill grants an extra attempt to parry when wielding a dagger. 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.

Dampen Auras

===Dampen Auras===
Domain: Deceptive
Available: Arcanist(22)
Allows: Deceptive
UseCost: Mana (72)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: DAMPENAURAS
Usage: DAMPENAURAS
Examples: dampenauras
Description: This skill eliminates any emanations and auras on the thief and his or her inventory items. This includes emanations and auras which others might be using skills to detect (such as magic, goodness, metalicness, etc).

Dazzling Caltrops

===Dazzling Caltrops===
Domain: Trapping
Available: Ninja(15) Trapper(16)
Allows: Trapping Mana Sapping
UseCost: Mana (33) Movement (33)
Quality: Malicious
Targets: Rooms
Range: Touch, or not applicable
Commands: DAZZLINGCALTROPS
Usage: DAZZLING CALTROPS
Examples: dazzlingcaltrops
Description: The thief drops numerous small shiny colorful metal objects on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be have have to avoid meeting their dazzling gaze or else risk losing mana from doing so. This trap is permanent on owned property, but won't affect those who live there.

Death Trap

===Death Trap===
Domain: Trapping
Available: Trapper(30)
Allows: Trapping
UseCost: Mana (40) Movement (40)
Quality: Malicious
Targets: Rooms
Range: Touch, or not applicable
Commands: DEATHTRAP
Usage: DEATHTRAP
Examples: deathtrap
Description: With 100 pounds of metal on the ground, the thief may construct a most horrible and astounding trap. Anyone entering the room with the trap will be killed most horribly. This trap is permanent on owned property, and won't affect those who live there.

Deep Cut

===Deep Cut===
Domain: Martial Lore
Available: Assassin(25)
Allows: Martial Lore Combat Fluidity
UseCost: Movement (75)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: DEEPCUT
Usage: DEEPCUT ("TARGET NAME") "BODY PART"
Examples: deepcut left arm

deepcut orc left arm

Description: The player lunges for a body part on the target to deeply injure. If the player manages to take more than 8% of the target's hit points on the next hit, the body part will be directly cut into. Requires the use of a slashing or piercing melee weapon.

Deprecated Poison

===Deprecated Poison===
Domain: Poisoning
Available:
Allows: Poisoning
UseCost: Mana (25) Movement (25)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: DOPOISON
Usage: DOPOISON "TARGET NAME"
Examples: dopoison orc
Description: The thief attempts to inflict a poisonous wound the target, making them suffer and wither to death.

Detect Traps

===Detect Traps===
Domain: Alert
Available: Arcanist(5) Assassin(5) Bard(15) Burglar(5) Jester(15) Reliquist(5) Thief(5) Trapper(4)
Allows: Identify Traps AutoDetect Traps AutoMark Traps Vigilantly
UseCost: Mana (54)
Quality: Circumstantial
Targets: Items Exits
Range: Touch, or not applicable
Commands: CHECK
Usage: CHECK
Examples: check east

check chest

Description: The thief can take a careful look at an item, container, or door to see if it is trapped.

Detection

===Detection===
Domain: Alert
Available: Arcanist(19) Burglar(13) Charlatan(20) Monk(14) Reliquist(19) Thief(13) Trapper(18)
Allows: Vigilantly
UseCost: Mana (63)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: DETECT, DETECTION
Usage: detect
Examples:
Description: The thief takes a careful and meticulous look around, allowing him or her to spot any hidden things in the area. The longer the thief looks around, the more he will see.

Digsite

===Digsite===
Domain: Education Lore
Available: Reliquist(17)
Allows: Educating
UseCost: Movement (536870912)
Quality: Circumstantial
Targets: Rooms
Range: Touch, or not applicable
Commands: DIGSITE
Usage: DIGSITE
Examples: digsite
Description: This skill allows the player to establish a digsite in particular places where it would otherwise be allowed to attempt gem digging, mining, or foraging. Once this is done, and for as long as the digsite remains productive, any uses of one of the appropriate skills may instead produce an item from some long lost civilization. Only one of the appropriate skills will be effective in revealing any item, and there is a very tiny chance that a truly majestic artifact might also be uncovered. The level of the items will range within that of the area the digsite was created in.

Disabling Caltrops

===Disabling Caltrops===
Domain: Trapping
Available: Ninja(20) Trapper(24)
Allows: Trapping Fatiguing
UseCost: Mana (37) Movement (37)
Quality: Malicious
Targets: Rooms
Range: Touch, or not applicable
Commands: DISABLINGCALTROPS
Usage: DISABLING CALTROPS
Examples: disablingcaltrops
Description: The thief drops numerous small metal hooked spikes on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be have their feet caught on them, disabling movement. This trap is permanent on owned property, but won't affect those who live there.

Disassemble Traps

===Disassemble Traps===
Domain: Find/Remove Traps
Available:
Allows: Trap Disabling
UseCost: Mana (25) Movement (25)
Quality: Circumstantial
Targets: Items Exits
Range: Touch, or not applicable
Commands: DISTRAP, DISASSEMBLETRAPS
Usage: DISTRAP "ITEM, DIRECTION"
Examples: distrap east

distrap chest

Description: If an item is trapped, the thief can attempt to disable and safely disassemble the trap, recovering the components used to create it.

Distract

===Distract===
Domain: Deceptive
Available: Bard(8) Charlatan(8) Jester(8) Ninja(17) Pirate(19) Dancer(7) Thief(19)
Allows: Improved Distraction Deceptive
UseCost: Movement (57)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: DISTRACT
Usage: DISTRACT "TARGET NAME"
Examples: distract orc
Description: The fighter forfeits his or her attacks in order to spend time distracting the target. While distracted, the target's attack and defence skills are greatly reduced.

Draw Treasure Map

===Draw Treasure Map===
Domain: Calligraphy
Available: Pirate(7)
Allows: Fine Calligraphy
UseCost: Mana (7)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: DRAWTREASUREMAP, TREASUREMAP
Usage: DRAWTREASUREMAP "PAPER NAME"
Examples: drawtreasuremap paper
Description: This skill allows the pirate to draw a map from his or her current room, to the location of a Buried Treasure in the same area which the pirate does not presently have a map to. Obviously this requires that the Buried Treasure skill be used in the same area first.

Embezzle

===Embezzle===
Domain: Criminal
Available: Burglar(25)
Allows: Criminal Deviousness
UseCost: Mana (75)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: EMBEZZLE
Usage: EMBEZZLE "BANKER NAME"
Examples: embezzle bob
Description: The thief attempts to embezzle at least 2% of the value of a random bank account into his own account with the same bank. If successful, the banker will notice that something has happened, and will watch their books closely for the coming month.

Escape Bonds

===Escape Bonds===
Domain: Binding
Available: Ninja(24) Thief(24)
Allows: Rope Use
UseCost: Mana (74)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: ESCAPEBONDS, ESCAPE
Usage: ESCAPEBONDS
Examples: escapebonds
Description: The player uses his or her special skills to be released from ropes, webs, nets, and other bindings.

Espionage

===Espionage===
Domain: Stealthy
Available: Assassin(25)
Allows: Stealthy
UseCost: Mana (37) Movement (37)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: ESPIONAGE
Usage: ESPIONAGE "TARGET"
Examples: espionage bob
Description: The thief uses the target to spy on the target's clan communications. Any talk on the target's clan-only or clan-ally channels will also be heard by the thief, so long as the thief is in the same room, and remains unnoticed by the target. The level of the player that can be used by the thief for espionage will depend on the thiefs level and on stealth expertise.

Evesdrop

===Evesdrop===
Domain: Alert
Available: Assassin(24)
Allows: Vigilantly
UseCost: Mana (37) Movement (37)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: EVESDROP
Usage: EVESDROP "TARGET"
Examples: evesdrop bob
Description: The thief atunes his hearing so well that he can hear TELL messages to the target, so long as he remains in the same room as the target and remains unnoticed by the target. The level of the player the thief can evesdrop on, and the duration of the evesdropping will depend on alertness expertise.

False Faith

===False Faith===
Domain: Deceptive
Available: Reliquist(17)
Allows: Deceptive
UseCost: Mana (67)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FALSEFAITH, FFAITH
Usage: FALSEFAITH "DEITY NAME"/NONE/STOP"
Examples: ffaith Odin

ffaith none ffaith stop

Description: Short(s) : ffaith

The thief is so flexible in his or her beliefs that he can internally take on a false faith which is able to fool all but the gods themselves.

False Service

===False Service===
Domain: Deceptive
Available: Reliquist(18)
Allows: Deceptive
UseCost: Mana (34) Movement (34)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FALSESERVICE
Usage: FALSESERVICE
Examples: falseservice
Description: When the thief is falsely believing in some other deity, as per false faith, they may also start a false religious service once per day. The service will proceed as if the thief were the cleric leading the service, and will attract followers of the false deity, as normal. At the end, the parishoners will not receive their normal bounty, but the thief will receive their money from the donation plate, some experience, and possibly reputation from their true deity.

Fence Loot

===Fence Loot===
Domain: Influential
Available: Burglar(6) Pirate(13)
Allows: Influencing
UseCost: Mana (56)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: FENCE, FENCELOOT
Usage: FENCE "ITEM NAME" ("SHOPKEEPER NAME")
Examples: fence sword
Description: This skill allows the player to sell stolen items to a shopkeeper that will otherwise not accept them. Stolen items are those taken from someone elses private property.

Flank

===Flank===
Domain: Dirty Fighting
Available: Assassin(22) Ninja(21) Thief(22)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (72)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: FLANK
Usage: FLANK
Examples: flank
Description: This skill allows the thief to deliver a more accurate attack and extra damage when flanking his or her opponent in combat. The thief can only slip around into a flanking position if their opponent is targeting someone else.

Flay

===Flay===
Domain: Legal
Available: Gaoler(15)
Allows: Legal Lore
UseCost: Movement (100)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: FLAY
Usage:
Examples: FLAY Orc
Description: The player with this skill is able to use a flailing leather weapon to so harm the target that it makes the wearing of equipment on the back or torso impossible for the duration. The target must not be wearing anything on the torso or back for the skill to work. They must also be bound or prone.

Fly Merchant Flag

===Fly Merchant Flag===
Domain: Sea Travel
Available: Pirate(21)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (35) Movement (35)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: FLYMERCHANTFLAG, MERCHANTFLAG
Usage: FLYMERCHANTFLAG
Examples: flymerchantflag
Description: Once per mud-month, the pirate can raise an innocent merchant flag on their ship. This makes the ship unattackable by all except another pirate who knows the merchant flag trick. Once the ship enters combat, the merchant flag goes down, and the pirate flag back up. This makes the ship so notorious that it can not fool anyone with the merchant flag for another mud-month.

Footlocks

===Footlocks===
Domain: Binding
Available: Burglar(20)
Allows: Rope Use
UseCost: Movement (70)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: FOOTLOCK
Usage: FOOTLOCKS "TARGET NAME"
Examples: footlocks orc
Description: Using a simple piece of cloth pulled taught like a rope, and a couple of chunks of wood, the thief quickly constructs and deploys an ingenious device called the footlock. The ropes and blocks wrap loosely around the target's feet. They don't prevent movement, but will cause the target to stumble, preventing sudden movements such as advancing or retreating in combat, or fleeing. The footlocks don't stay in place long, but improves with expertise.

Forgery

===Forgery===
Domain: Calligraphy
Available: Burglar(9)
Allows: Fine Calligraphy
UseCost: Mana (59)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: FORGERY
Usage: FORGERY "ROOM ID"/"SPELL NAME"/"NOTE NAME" "ITEM NAME"
Examples: forge Midgaard#3001 parchment

forge "wish" scrollpaper forge "an Archon's Note" parchment

Description: The thief gains the ability to forge title's to land, spells onto scrolls (or at least in seeming), or payment notes. While shopkeepers will not be fooled by these documents, other players may well be.

Frame Mark

===Frame Mark===
Domain: Street Smarts
Available: Assassin(23) Charlatan(24)
Allows: Street Lore
UseCost: Mana (50)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: FRAME
Usage: FRAME
Examples: frame
Description: This awesome skill allows the thief to effectively place the blame for a crime the thief might have committed in the current area on their mark. It requires 1000 gold per level of the mark to accomplish this.

Graffiti

===Graffiti===
Domain: Street Smarts
Available: Thief(12)
Allows: Street Lore
UseCost: Mana (62)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: GRAFFITI
Usage: GRAFFITI "MESSAGE"
Examples: graffiti kilroy was here
Description: This skill allows the thief to put graffiti on walls and on city streets. Others must READ the graffiti to see it, as it will not be obvious.

Graverobbing

===Graverobbing===
Domain: Criminal
Available: Reliquist(3)
Allows: Criminal Deviousness
UseCost: Mana (53)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: GRAVEROBBING, GRAVEROB, GROB
Usage: GRAVEROBBING "TARGET CORPSE"/HERE
Examples: graverob body

graverob here

Description: This skill allows the thief to rob corpses and graveyard areas generally of their hidden coin.

Hamstring

===Hamstring===
Domain: Racial Ability
Available:
Allows:
UseCost: Movement (50)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: HAMSTRING
Usage: HAMSTRING "TARGET NAME"
Examples: hamstring orc
Description: This brutal skill allows the player to lash out at the enemy’s leg, attempting to severe crucial tendons. If successful, the target will lose maximum movement, dexterity, and be unable to flee or run for the duration of the effect. Fortunately for the target, this effect is cured by healing and bandaging.

Heroic Reflexes

===Heroic Reflexes===
Domain: Acrobatic
Available: Reliquist(20)
Allows: Acrobatic Combat Fluidity
UseCost: Mana (70)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The thieves reflexes are so attuned to traps that he or she becomes able to leap to the aid of a party memory who has triggered a trap and intercept it on their behalf. The thief then has a bonus to avoid the trap themselves. This effect can only occur from time to time.

Hide

===Hide===
Domain: Stealthy
Available: Arcanist(2) Assassin(2) Bard(3) Burglar(2) Charlatan(3) Gaoler(10) Jester(3) Monk(1) Ninja(2) Pirate(3) Reliquist(2) Thief(2) Trapper(2)
Allows: Shadow Improved Hiding Stealthy
UseCost: Mana (25) Movement (25)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: HIDE
Usage: HIDE
Examples: hide
Description: The thief attempts to creep into some shadowy corner and remain perfectly still. Doing this makes them invisible to any other creatures in the room. Making any moves or sounds will negate the hidden advantage. The quality of the hide against other players depends in part on the thieves stealth expertise. The thief can use the VISIBLE command to make themself visible again.

Hide In Plain Sight

===Hide In Plain Sight===
Domain: Stealthy
Available: Burglar(25) Ninja(24)
Allows: Stealthy
UseCost: Mana (37) Movement (37)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: HIDEINPLAINSITE, HIPS
Usage: HIDEINPLAINSIGHT
Examples: hips
Description: The thief has become so adept at quick small movements, that he can do almost anything without being directly noticed. Almost any quiet movement, such as getting or dropping items, wearing or removing items, or manipulating inventory, will be totally unnoticeable by other players. Even normally noisy actions will be done so that people aren't really sure who did it. Direct speaking or giving is unaffected, however.

Hide Other

===Hide Other===
Domain: Stealthy
Available: Burglar(15)
Allows: Stealthy
UseCost: Mana (32) Movement (32)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: OTHERHIDE
Usage: OTHERHIDE "TARGET"
Examples: otherhide bob
Description: The thief attempts to hide a group member in some shadowy corner and directs them to remain perfectly still. Doing this makes the target invisible to any other creatures in the room. If the target makes any moves or sounds, it will negate the hidden advantage. The quality of the hide will depend in part on the thieves stealth expertise. The VISIBLE command can be used to revoke this affect.

Hide Ship

===Hide Ship===
Domain: Stealthy
Available: Pirate(24)
Allows: Stealthy
UseCost: Mana (37) Movement (37)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: SHIPHIDE
Usage: SHIPHIDE
Examples: shiphide
Description: The pirate attempts to hide their ship from others by directing it into a mist bank, or just over the horizon behind tall waves. Other ships traveling the normal channels will then be unable to spot it. Having the ship do ANYTHING else, including combat, lowering anchor, or other activities will allow the ship to be spotted.

Hideout

===Hideout===
Domain: Street Smarts
Available: Thief(16)
Allows: Street Lore
UseCost: Mana (33) Movement (33)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: HIDEOUT
Usage: HIDEOUT
Examples: hideout
Description: The thief in an urban settings can slip into a small dark hideout until things cool off. Inside, the thief can not recall or bring friends or followers along, but he can rest up until its safe to go back to work.

High Marks

===High Marks===
Domain: Combat Lore
Available: Assassin(19)
Allows: Combat Lore
UseCost: Mana (69)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Proficiency in this skill allows the thief to Mark higher level persons and creatures.

Hold Your Liquor

===Hold Your Liquor===
Domain: Fitness
Available: Pirate(2)
Allows: Fitness
UseCost: Mana (52)
Quality: Always Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The player can hold their liquor so well that they quickly recover from any ill effects that come from drinking mundane alcohol, allowing them to drink as much as they want.

Identify Bombs

===Identify Bombs===
Domain: Find/Remove Traps
Available: Trapper(3)
Allows: Trap Disabling
UseCost: Mana (53)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The thief can sense bombs just by looking at them, or looking at those who might be bearing them.

Identify Traps

===Identify Traps===
Domain: Alert
Available: Trapper(5)
Allows: Vigilantly
UseCost: Mana (55)
Quality: Circumstantial
Targets: Items Exits
Range: Touch, or not applicable
Commands: IDENTIFYTRAPS, IDTRAP
Usage: IDENTIFYTRAPS
Examples: identifytraps east

identifytraps chest

Description: The thief can take a careful look at an item, container, or door to see if it is trapped, and then identify its type and quality level.

Improved Boarding

===Improved Boarding===
Domain: Fitness
Available: Pirate(1)
Allows: Fitness
UseCost: Mana (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The thief has an improved ability climb aboard ships from the water. If the thief has sufficient proficiency, the player no longer needs a row boat to climb aboard a ship from the water, and will automatically sneak when climbing aboard a ship from the water.

Improved Caltrops

===Improved Caltrops===
Domain: Trapping
Available: Ninja(22)
Allows: Trapping
UseCost: Mana (25) Movement (25)
Quality: Malicious
Targets: Rooms
Range: Touch, or not applicable
Commands: IMPROVEDCALTROPS
Usage: IMPROVED CALTROPS
Examples: improvedcaltrops
Description: The thief drops numerous small light sharp metal objects on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be have have to avoid them or having them pierce deeply into their flesh, doing horrible damage. This trap is permanent on owned property, but won't affect those who live there.

Improved Distraction

===Improved Distraction===
Domain: Deceptive
Available: Ninja(22) Thief(22)
Allows: Deceptive
UseCost: Mana (72)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: proficiency in this skill allows the thief to distract higher and higher level opponents.

Improved Hiding

===Improved Hiding===
Domain: Stealthy
Available: Burglar(10)
Allows: Stealthy
UseCost: Mana (60)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The thief has become so adept at remaining hidden that he or she is able to speak and make other noises while remaining hidden.

Improved Peek

===Improved Peek===
Domain: Stealing
Available: Burglar(12)
Allows: Theft Mastery
UseCost: Mana (62)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: proficiency in this skill allows the thief to peek into the inventories of higher level persons and creatures.

Improved Steal

===Improved Steal===
Domain: Stealing
Available: Burglar(22)
Allows: Theft Mastery
UseCost: Mana (72)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Proficiency in this skill allows the thief to steal from the inventories of higher level persons and creatures. See help on STEAL.

Improved Swipe

===Improved Swipe===
Domain: Stealing
Available: Burglar(14)
Allows: Theft Mastery
UseCost: Mana (64)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: proficiency in this skill allows the thief to swipe the gold of higher level persons and creatures.

Incite Divine Feud

===Incite Divine Feud===
Domain: Influential
Available: Reliquist(24)
Allows: Influencing
UseCost: Mana (74)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: INCITEDIVINEFEUD
Usage: INCITEDIVINEFEUD "DEITY NAME"
Examples: incitedivinefeud odin
Description: By working on tensions between two religious factions, the Reliquist can subtly manipulate discord between the deities serving those communities. Infruquently, the rogue may use this ability to gain a special quest which will adjust the relationship of the target deity to that of the apparent/false deity the player is masked as worshipping upon successful completion.

Informant

===Informant===
Domain: Influential
Available: Burglar(7)
Allows: Influencing
UseCost: Mana (57)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: INFORMANT
Usage: INFORMANT "MOB NAME" "REASON"
Examples: informant orc warrant
Description: This skill allows the player to inexpensively purchase an informant in the area they are currently in. So long as the player remains in the area, and for at least a day, the informant will appear and notify the whereabouts of anyone matching the reason given. Reasons can be WARRANT for anyone with a warrant, an amount of money for anyone as rich or better, a race, a name, or a character class.

Invisibility to Mark

===Invisibility to Mark===
Domain: Stealthy
Available: Assassin(7)
Allows: Stealthy
UseCost: Mana (57)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The thief is considered completely invisible whenever the mark is in the room, due to their extreme ability to go unnoticed when their energy is focused (as when the mark is present). See the MARK ability for more information.

Kamikaze

===Kamikaze===
Domain: Criminal
Available: Trapper(25)
Allows: Criminal Deviousness
UseCost: Mana (75)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: KAMIKAZE
Usage: KAMIKAZE "TARGET NAME" "DIRECTION(S)"
Examples: kamikaze orc east

kamikaze orc 2e 3n e e e n w d

Description: The thief pays the target a sufficient amount of money for them to follow the directions given, drop any bombs (see Make Bombs) being carried, and blow them all up.

Kill Log

===Kill Log===
Domain: Combat Lore
Available: Assassin(3)
Allows: Combat Lore
UseCost: Mana (53)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: KILLLOG
Usage:
Examples:
Description: Uage : KILLLOG

Example : killlog

The thief has the ability to keep track of their kill percentage on creatures which they have marked using the Mark still. The player may use the KILLLOG command to review the log of kills. Every new and unique creature added to the kill log will result in a small experience bonus.

Lay Minor Traps

===Lay Minor Traps===
Domain: Trapping
Available: Jester(6)
Allows: Trapping
UseCost: Mana (28) Movement (28)
Quality: Malicious
Targets: Items Exits Rooms
Range: Touch, or not applicable
Commands: MTRAP, MINORTRAP
Usage: MTRAP "ITEM, DIRECTION, ROOM" "TRAP NAME"
Examples: mtrap list

mtrap east noise mtrap chest needle

Description: The thief attempts to lay some sort of trap upon the item, door, room, entryway, or container specified. The trap may be gaseous, needles, blades, or pits, and may be triggered by unlocking, opening, getting, or moving through in the case of entryways, or entering in the case of rooms. The thief who sets the trap may not trigger the trap. The number of traps available to the thief will go up as the thief advances in level, so trap list may be used to see what new traps are available as the thief advances. Not all traps may be set on all items, however. Lay Minor traps only allows a small subset of the traps avaiailable from the full Lay Traps skill. Traps are temporary, but reset if sprung after a time. Setting the same trap on the same object will reset the trap early.

Lay Traps

===Lay Traps===
Domain: Trapping
Available: Assassin(20) Thief(23) Trapper(8)
Allows: Trapping
UseCost: Mana (29) Movement (29)
Quality: Malicious
Targets: Items Exits Rooms
Range: Touch, or not applicable
Commands: TRAP
Usage: TRAP "ITEM, DIRECTION, ROOM" "TRAP NAME"
Examples: trap list

trap east noise trap chest needle

Description: The thief attempts to lay some sort of trap upon the item, door, room, entryway, or container specified. The trap may be gaseous, needles, blades, or pits, and may be triggered by unlocking, opening, getting, or moving through in the case of entryways, or entering in the case of rooms. The thief who sets the trap may not trigger the trap. The number of traps available to the thief will go up as the thief advances in level, so trap list may be used to see what new traps are available as the thief advances. Not all traps may be set on all items, however. Traps are temporary, but reset if sprung after a time. Setting the same trap on the same object will reset the trap early.

Letter of Marque

===Letter of Marque===
Domain: Legal
Available: Pirate(16)
Allows: Legal Lore
UseCost: Mana (66)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: LETTEROFMARQUE
Usage: LETTEROFMARQUE
Examples: letterofmarque
Description: This skill allows the rogue to petition a legal judge to issue a letter of marque to the rogue on behalf of the judges area. This has the primary effect of making any chaotic acts into lawful ones, when outside the area that issued the letter. It also slightly decreases the chance that a crime committed inside the issueing area will be seen as a crime.

Linguistic Comprehension

===Linguistic Comprehension===
Domain: Street Smarts
Available: Burglar(24) Scholar(24) Thief(18)
Allows: Street Lore
UseCost: Mana (68)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: COMPREHEND, COMPREHENSION
Usage: COMPREHEND
Examples: comprehend
Description: This skill will cause the thief to begin listening intensely to what is being said around him in other languages, so that he or she may understand it. Depending upon proficiency, from a few seconds to a few minutes after each statement, the thief will understand.

Listen

===Listen===
Domain: Alert
Available: Burglar(9) Minstrel(12) Monk(23) Pirate(12) Thief(12) Trapper(9)
Allows: Wilderness Sounds Vigilantly
UseCost: Mana (59)
Quality: Circumstantial
Targets: Rooms
Range: Touch, or not applicable
Commands: LISTEN
Usage: LISTEN "DIRECTION NAME"
Examples: listen north

listen

Description: The thief listens a particular direction for signs of movement (life). A very proficient thief may also tell the number of creatures, and may be able to listen in on private conversations and whispering that may be going on in the room. You may only listen to the room you are in, or to an adjacent indoor room. How well the thief can hear will depend on proficiency, how much higher in level than the thief those being listened to are, and alertness expertise.

Locate Alcohol

===Locate Alcohol===
Domain: Anatomy
Available: Pirate(2)
Allows: Anatomy
UseCost: Mana (26) Movement (26)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: LOCATEALCOHOL
Usage: LOCATEALCOHOL
Examples: locatealcohol
Description: The player uses their superior sense of smell and their strong motivation to locate the nearest source of liquor.

Lore

===Lore===
Domain: Arcane Lore
Available: Arcanist(11) Artisan(1) Bard(2) Burglar(20) Dancer(2) Reliquist(11) Scholar(11) Thief(20)
Allows: Arcane Lore Rodsmithing Staff Making Wand Making
UseCost: Mana (51)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: LORE
Usage: LORE "ITEM NAME"
Examples: lore sword
Description: The bard carefully examines the item, using his extensive knowledge of magical lore to determine the items magical properties, if any.

Lure

===Lure===
Domain: Deceptive
Available: Trapper(14)
Allows: Deceptive
UseCost: Mana (32) Movement (32)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: LURE
Usage: LURE "TARGET NAME"
Examples: lure monster east
Description: The thief gains the ability to lure a creature in the direction they want, when not in combat.

Make Bombs

===Make Bombs===
Domain: Trapping
Available: Trapper(17)
Allows: Trapping
UseCost: Mana (33) Movement (33)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: BOMB
Usage: BOMB "ITEM" "BOMB NAME"
Examples: bomb list

bomb waterskin water bomb

Description: The thief attempts to make some sort of bomb from the item, or container specified. The bomb may be of any of the listed sort. The thief who makes the bomb may activate it by HOLDING the item. Once the item is held, the thief has but a few seconds to drop, throw, or do whatever they need to before the bomb goes off. The number of bombs available to the thief will go up as the thief advances in level, so bomb list may be used to see what new bombs are available as the thief advances. Not all bombs may be set on all items, however.

Make Pub Contacts

===Make Pub Contacts===
Domain: Influential
Available: Pirate(16)
Allows: Influencing
UseCost: Mana (33) Movement (33)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: MAKEPUBCONTACTS, PUBCONTACTS
Usage: MAKEPUBCONTACTS
Examples: makepubcontacts
Description: When in a pub, the pirate uses this skill to buy drinks for numerous patrons and staff, in the hopes of getting information about nearby ships, especially merchant vessels. This first time this is done in a pub, the pirate will learn the names of nearby vessels. The second time reveals the names and distance of the ships from shore. The third time reveals the names and directions to the ships current locations from the shore. This only works in a pub within a limited distance from the shore, since that's where the other sailors drink.

Mark

===Mark===
Domain: Combat Lore
Available: Assassin(1) Charlatan(4) Reliquist(4) Scholar(4)
Allows: Combat Lore Mark Spying High Marks
UseCost: Mana (51)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: MARK
Usage: MARK "TARGET NAME"
Examples: mark orc
Description: The player marks the target for death. Once done, the player will remember who they have marked until the death of the mark is witnessed, or the mark is changed. The ability of the player to kill the mark will go up the longer the player has to "observe" the mark. The mark is observed whenever the player is in the same room as the mark and can see him, but the mark cannot see the player. Marking for death is also useful for certain higher level assassin skills. You can issue a Mark a second time against the same target to remove the mark.

Mark Spying

===Mark Spying===
Domain: Stealthy
Available: Assassin(21)
Allows: Stealthy
UseCost: Mana (35) Movement (35)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: MARKSPYING, MARKSPY
Usage: MARK SPYING "TARGET"
Examples: markspying
Description: The thief has become adept at rummaging through the papers of his marks. Until this skill is disengaged, he will remember those parts of the papers of those he Marks that the marks themselves read, regardless of where they are in the world.


This skill is identical to SPYING, but does not require that the thief and the one spied on be in the same room, and it only works on those the thief has MARKed. The skill automatically transfers from Mark to Mark indefinitely, or until disengaged.

Mark Trapped

===Mark Trapped===
Domain: Find/Remove Traps
Available: Trapper(7)
Allows: AutoMark Traps Trap Disabling
UseCost: Mana (28) Movement (28)
Quality: Circumstantial
Targets: Items Exits Rooms
Range: Touch, or not applicable
Commands: MARKTRAPPED
Usage: MARKTRAPPED "ITEM/DIRECTION/HERE"
Examples: marktrapped north

marktrapped chest

Description: The thief places an easily recognizable marker upon the target which all will recognize as meaning that it is trapped. This can serve as a nice warning to team members that stumble that way, or a confusing countermeasure to force other thieves to be extra careful. The skill can be used again to remove such marks. Marks last quite a long time, though each thief is limited in the number that may be marked.

Mask Faith

===Mask Faith===
Domain: Deceptive
Available: Charlatan(8) Reliquist(2)
Allows: Deceptive
UseCost: Mana (52)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: MASKFAITH, MFAITH
Usage: MASKFAITH
Examples: mfaith

mfaith stop

Description: Short(s) : mfaith

The thief is able to internally hide his or her true faith from most means of detection or discernment.

Mast Shot

===Mast Shot===
Domain: Dirty Fighting
Available: Pirate(23)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (73)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: MASTSHOT
Usage: MASTSHOT "WEAPON NAME"
Examples: mastshot catapult
Description: The pirate can aim a siege weapon at the currently targeted ship's masts instead of the hull. If the weapon hits the ship, there is a 10% chance (improved by expertise) that it will also hit the mast, and slow the ships movement speed by one. This effect is cumulative, so that subsequent hits will slow the ship further. Either way, a weapon so aimed will never do hull damage unless it hits a mast. This skill must be used to re-aim the siege weapon every combat round.

Mug

===Mug===
Domain: Stealing
Available: Burglar(19)
Allows: Theft Mastery
UseCost: Mana (34) Movement (34)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: MUG
Usage: MUG "ITEM NAME"
Examples: mug bag
Description: The thief will attempt to pilfer some non-monetary item from the inventory of the person he or she is fighting. This skill can only be used in combat.

Ninja Signal

===Ninja Signal===
Domain: Influential
Available:
Allows: Influencing
UseCost: Mana (50)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: NINJASIGNAL
Usage:
Examples:
Description: This ability is not yet documented.

Nondetection

===Nondetection===
Domain: Stealthy
Available: Thief(30)
Allows: Stealthy
UseCost: Mana (80)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The thief has so perfected his or her ability to hide that, when doing so, they are completely undetectable by any magical or other means.

Observe

===Observe===
Domain: Alert
Available: Arcanist(21) Assassin(13) Beastmaster(14) Burglar(7) Mer(14) Scholar(14) SkyWatcher(18) Thief(9) Trapper(13)
Allows: Vigilantly
UseCost: Mana (57)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: OBSERVE
Usage: OBSERVE
Examples: observe
Description: The thief opens his or her eyes and takes careful notice of his or her surroundings, allowing them to spot anyone that may try to sneak into the room.

Palm

===Palm===
Domain: Stealing
Available: Burglar(3)
Allows: Theft Mastery
UseCost: Mana (26) Movement (26)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: PALM
Usage: PALM (ALL) "ITEM NAME" ("CONTAINER NAME")
Examples: palm all dagger backpack

palm all body palm pie palm all palm pie.2 palm all.pie container.3

Description: Short(s):

This skill works exactly like GET except for two important advantages. One is that PALM is so quick that no other players in the room will see it happen. The other is that PALM can be done as a free action/skill during combat.

Panhandling

===Panhandling===
Domain: Street Smarts
Available: Thief(21)
Allows: Street Lore
UseCost: Mana (35) Movement (35)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: PANHANDLE, PANHANDLING
Usage:
Examples:
Description: Using this skill, a thief can sit down along a city street and beg passer-bys for change. Some may even hand it over.

Pay Off

===Pay Off===
Domain: Influential
Available: Pirate(19)
Allows: Influencing
UseCost: Mana (69)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: PAYOFF
Usage: PAYOFF "TARGET NAME"
Examples: payoff judge
Description: The thief pays off an officer of the law or a judge. Officers that are paid off will look the other way on your warrants, though they may sometimes make a show of arresting the thief before backing off. Paying off a judge will cause the judge to assign the thief an easier sentence every time they are paid.

Peek

===Peek===
Domain: Stealing
Available: Assassin(18) Bard(9) Burglar(7) Jester(9) Pirate(7) Thief(7)
Allows: Theft Mastery Improved Peek Cautiously
UseCost: Mana (28) Movement (28)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: PEEK
Usage: PEEK "TARGET NAME"
Examples: peek orc
Description: The thief will attempt to sneak a look at the inventory of the target.

Pet Spy

===Pet Spy===
Domain: Animal Affinity
Available: Pirate(17)
Allows: Animal Affinity
UseCost: Mana (67)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage: SAYTO "PET NAME" SPY "ROOM TITLE"/"DIRECTION LIST"
Examples: sayto monkey spy the enemy fort

sayto monkey spy n n e e s s w

Description: If the player has a familiar pet following them, such as from the Call Familiar or Pirate Familiar spell, this skill allows the player to send the familiar on spying missions. All rooms that the pet enters while on the spying run are seen by the player as well. When the destination is reached, the pet will return to the player. The destination may either be specified as a series of directions from the current room, or as the title of a room within a nearby range to the player.

Pet Steal

===Pet Steal===
Domain: Animal Affinity
Available: Pirate(20)
Allows: Animal Affinity
UseCost: Mana (70)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage: SAYTO "PET NAME" STEAL "ITEM NAME"/STOP/NOTHING
Examples: sayto monkey steal sword

sayto monkey steal stop

Description: If the player has a familiar pet following them, such as from the Call Familiar or Pirate Familiar spell, this skill allows the player to instruct the pet to steal an item and give it to their master. The pet will either pick the item from the ground, or steal it from the inventory of another player or mob, which might result in combat. This skill can be used in conjunction with pet spy to send the pet on complex theft missions.

Pick Locks

===Pick Locks===
Domain: Criminal
Available: Arcanist(6) Assassin(6) Burglar(6) Ninja(9) Reliquist(6) Thief(6)
Allows: Criminal Deviousness Safecracking
UseCost: Mana (28) Movement (28)
Quality: Circumstantial
Targets: Items Exits
Range: Touch, or not applicable
Commands: PICK
Usage: PICK "DIRECTION/ITEM NAME/EXIT NAME"
Examples: pick e
Description: The thief attempts to pick the lock on a door, or container lid. Success depends on the level of the thief and the level of the door or item as well as the thief's proficiency. This skill can be used to lock as well as unlock.

Pieces of Eight

===Pieces of Eight===
Domain: Deceptive
Available: Pirate(14)
Allows: Deceptive
UseCost: Mana (32) Movement (32)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: PIECESOFEIGHT
Usage: PIECESOFEIGHT "MONEY"
Examples: PIECESOFEIGHT 8 gold
Description: This magical skill allows the pirate to withdraw coins from any money stash buried with the Buried Treasure skill. Only the type and denomination of coinage specified will be withdrawn, however. So, if the pirate has buried 10 gold and 100 platinum, this skill cannot withdraw 100 gold, even though the 100 platinum is worth more.

Plant Item

===Plant Item===
Domain: Stealing
Available: Burglar(13) Trapper(14)
Allows: Theft Mastery
UseCost: Mana (31) Movement (31)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: PLANTITEM
Usage: PLANTITEM "ITEM NAME" "TARGET NAME"
Examples: plantitem bomb orc
Description: Plant item is the ability to slip an item to another creature unaware. If successful, the item will be hidden in the target's inventory.

Plunder

===Plunder===
Domain: Stealing
Available: Pirate(9)
Allows: Theft Mastery
UseCost: Mana (59)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: PLUNDER
Usage: PLUNDER "TARGET NAME"
Examples: plunder tailor
Description: The thief attempts plunder the target shopkeeper of their money. This immediately begins combat with the shopkeeper, or fails if fighting is impossible.

Power Grab

===Power Grab===
Domain: Stealing
Available: Arcanist(15) Reliquist(15)
Allows: Theft Mastery
UseCost: Mana (32) Movement (32)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: POWERGRAB
Usage: POWERGRAB ("CONTAINER") ITEM
Examples: powergrab corpse sword
Description: The thief summons all their thiefly skill to take possession of an item that would otherwise be too powerful to pick up.

Quick Swipe

===Quick Swipe===
Domain: Racial Ability
Available:
Allows: Cautiously
UseCost: Mana (25) Movement (25)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: QUICKSWIPE, QSWIPE
Usage: QUICKSWIPE "TARGET NAME"
Examples: quickswipe orc
Description: The thief will attempt to take a random small worn item, or a bit of shiny money from the target, and then immediately flee.

Racketeer

===Racketeer===
Domain: Criminal
Available: Burglar(21)
Allows: Criminal Deviousness
UseCost: Mana (71)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: RACKETEER
Usage: RACKETEER "BANKER NAME"
Examples: racketeer bob
Description: The thief, though intimidation and bluffing, attempts to convince a shopkeeper to pay him or her "protection" money. The shopkeeper will then be safe from more payments for the coming month from any thief.

Remove Traps

===Remove Traps===
Domain: Find/Remove Traps
Available: Arcanist(9) Burglar(8) Reliquist(9) Thief(8) Trapper(8)
Allows: Trap Disabling
UseCost: Mana (29) Movement (29)
Quality: Circumstantial
Targets: Items Exits
Range: Touch, or not applicable
Commands: DETRAP, UNTRAP, REMOVETRAPS
Usage: DETRAP "ITEM, DIRECTION"
Examples: detrap east

detrap chest

Description: If an item is trapped, the thief can attempt to disable or safely trigger the trap, rendering it ineffective until it resets.

Repurpose Text

===Repurpose Text===
Domain: Calligraphy
Available: Reliquist(2)
Allows: Fine Calligraphy
UseCost: Mana (52)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: REPURPOSETEXT
Usage: REPURPOSETEXT "ITEM"
Examples: repurposetext paper
Description: The thief is so skilled at forgery that he or she can turn ordinary paper or books into scrolls legitimately able to accept magical writing.

Ride The Rigging

===Ride The Rigging===
Domain: Sea Travel
Available: Pirate(4)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Movement (54)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: RIDERIGGING, RIDETHERIGGING
Usage: RIDERIGGING
Examples: riderigging
Description: When on board a ship in combat, this skill can be used to climb up on the ships rigging and swing over to the enemy ship. The farther the enemy ship is, the more difficult the skill. A failure when the ship is more than 1 distance away will mean falling into the drink. This skill will automatically exit combat with flee penalty, and can be used again to return to the original vessel.

Rig Ramming Speed

===Rig Ramming Speed===
Domain: Sea Travel
Available: Pirate(22) Sailor(22)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (36) Movement (36)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: RIGRAMMINGSPEED, RIGRAMMING, RAMMINGSPEED
Usage: RIGRAMMINGSPEED
Examples: rigrammingspeed
Description: While on their ship, and in combat, the pirate can rig their ship for ramming speed, gaining bonus movement towards the enemy ship. The ship must be re-rigged every turn.

Robbery

===Robbery===
Domain: Stealing
Available: Burglar(18)
Allows: Theft Mastery Cautiously
UseCost: Mana (34) Movement (34)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: ROBBERY, ROB
Usage: ROBBERY "ITEM NAME" "SHOPKEEPER"
Examples: robbery bob
Description: The thief may use this skill to steal items from the inventory of shopkeepers. Regardless of whether the thief is actually caught, the shopkeeper will be much less willing to deal with the thief for a period after the robbery.

Rope Swing

===Rope Swing===
Domain: Binding
Available: Pirate(1)
Allows: Rope Use
UseCost: Movement (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: ROPESWING
Usage: ropeswing ("DISTANCE"/"TARGET NAME")
Examples: ropeswing orc

ropeswing 3

Description: If the player is on the deck of a sailing ship, this skill can be used to swing from the rigging for a bit. During the swing, the player is slightly harder to hit with missle weapons, and immediately gets away from melee combatants, but cannot attack anything or perform most actions while swinging. The player can choose to end the swing either in melee combat with a new given target, or at a new distance from their current target.

Running Fight

===Running Fight===
Domain: Dirty Fighting
Available: Ninja(18) Trapper(19)
Allows: Dirty Fighting Combat Fluidity
UseCost: Mana (69)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The Thief is able to maneuver his or her fighting opponent into another room by simply heading that way. The opponent must be in one-on-one combat with the thief for it to work.

Safecracking

===Safecracking===
Domain: Criminal
Available: Burglar(16)
Allows: Criminal Deviousness
UseCost: Mana (66)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows a thief the ability to pick the locks on doors which are normally reserved for a thief of a much higher level. It also allows the thief to mundanely circumvent a Wizard Lock under certain circumstances.

Safehouse

===Safehouse===
Domain: Street Smarts
Available: Burglar(19)
Allows: Street Lore
UseCost: Mana (34) Movement (34)
Quality: Circumstantial
Targets: Rooms
Range: Touch, or not applicable
Commands: SAFEHOUSE
Usage: SAFEHOUSE
Examples: safehouse
Description: The thief uses his knowledge of the city to hide out from the law. If the thief is in an indoor room just off the street, then using this skill will make him realize that he is probably already in a safehouse, and can remain safely until he leaves it. If the current room is not a safehouse, the thief will remember where one is nearby, so that he can go there and hide out

Sap

===Sap===
Domain: Dirty Fighting
Available: Assassin(18) Thief(21) Trapper(13)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (63)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: SAP
Usage: SAP "TARGET NAME"
Examples: sap orc
Description: The thief delivers a strong well placed blow to the target, knocking them unconscious for a short amount of time. Like a back-stab, the thief must not be visible to the target for this to work.

Scratch

===Scratch===
Domain: Dirty Fighting
Available: Assassin(18)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (18)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: SCRATCH
Usage: SCRATCH "TARGET NAME"
Examples: scratch orc
Description: The thief discreetly uses his or her fingertips to cafully deliver very minor damage to the target. If done carefully, the target won't know who did it.

Scuttle

===Scuttle===
Domain: Sea Travel
Available: Pirate(13) Sailor(13)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (63)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: SCUTTLE
Usage: SCUTTLE
Examples: scuttle
Description: This skill allows the rogue to intentionally damage a seagoing vessel in such a way as to cause it to sink. The player must already be aboard the ship, and must be the last living being aboard. They must also have permission to scuttle the vessel, either because they own it, or because it is an enemy vessel.

Search

===Search===
Domain: Alert
Available:
Allows: Vigilantly
UseCost: Mana (25) Movement (25)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: SEARCH
Usage: SEARCH
Examples: search
Description: This skill allows a thief to spend some time looking around a room. For this duration of the search, any hidden items will become apparent to the one searching. Once the search is completed, hidden items or mobs still in the room may no longer be seen.

Sense Digs

===Sense Digs===
Domain: Nature Lore
Available: Reliquist(18)
Allows: Nature Lore
UseCost: Mana (68)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The thief gains an uncanny ability to sense places where the ground has been dug up. Some valuable burials will be especially difficult to sense at lower levels/expertise.

Sense Law

===Sense Law===
Domain: Street Smarts
Available: Burglar(19)
Allows: Street Lore
UseCost: Mana (69)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: The thief gains an uncanny ability to sense law enforcement officials in the same room or any adjacent room, even if they are invisible or unseen.

Set Alarm

===Set Alarm===
Domain: Trapping
Available: Trapper(20)
Allows: Trapping
UseCost: Mana (35) Movement (35)
Quality: Circumstantial
Targets: Exits
Range: Touch, or not applicable
Commands: SETALARM
Usage: SETALARM "DIRECTIONNAME"
Examples: setalarm east
Description: This skill allows a trap to be set on a door. Should the door be opened, an alarm will be set off which can be heard from many rooms away. Many mobile creatures in the area will come running to the rooms, curious about the noise. Once the alarm has run out, they will disperse. The number and levels of mobs who come running will depend on skill and expertise, and a particular mob will be difficult to fool twice.

Set Decoys

===Set Decoys===
Domain: Deceptive
Available: Ninja(16) Thief(18)
Allows: Deceptive
UseCost: Mana (34) Movement (34)
Quality: Malicious
Targets: Rooms
Range: Touch, or not applicable
Commands: SETDECOYS, DECOYS
Usage: SETDECOYS
Examples: setdecoys
Description: This skill sets a series of decoys that, during the heat of combat, will fool the thiefs opponents into thinking that he or she is actually where the decoy is. The victim is fooled into running towards the decoy until they realize their mistake. This has the effect of putting the victim at a distant range from the thief for a time. After the trap is set, the decoys will begin popping up every so often for a duration.

Shadow

===Shadow===
Domain: Stealthy
Available: Arcanist(17) Assassin(8) Ninja(21) Thief(17) Trapper(23)
Allows: Shadow Stealthy
UseCost: Mana (29) Movement (29)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: SHADOW
Usage: shadow "TARGET NAME"
Examples: shadow orc
Description: If the thief is hidden, or otherwise invisible to the target, this skill will allow the thief to follow them perfectly while remaining hidden. Entering 'shadow' again will stop the shadowing.

Shadowpass

===Shadowpass===
Domain: Stealthy
Available: Assassin(14) Ninja(14)
Allows: Stealthy
UseCost: Movement (64)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: SHADOWPASS
Usage: SHADOWPASS "DIRECTION LIST..."
Examples: shadowpass 4n 3e 3s e s w
Description: This ability allows the thief to pass from one dark room to another, avoiding traps, and slipping through doors and entryways. The starting room, and the room represented by the end of the trail must both be in utter darkness, regardless of the rooms in between, or the shadowpass will fail. The thief is unable to take any followers or mounts on his journey.

Shadowstrike

===Shadowstrike===
Domain: Stealthy
Available: Assassin(30)
Allows: Stealthy
UseCost: Movement (100)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: SHADOWSTRIKE
Usage: SHADOWSTRIKE "TARGET NAME"
Examples: shadowstrike orc
Description: If the thief is unseen (hidden especially) by the target, then a sneaky melee strike can be made. Following the strike, the thief will instantly try to recover their hidden position. The target will be totally unaware of where the attack came from.

Silent AutoGold

===Silent AutoGold===
Domain: Stealing
Available: Burglar(15) Thief(16)
Allows: Theft Mastery
UseCost: Mana (65)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: SILENTGOLD
Usage: SILENTGOLD
Examples: silentgold
Description: This command is similar to the AUTOGOLD command, which allows a player to automatically take gold from the corpse of a defeated monster. If the player is in a group when AUTOGOLD is used, the gold is evenly distributed among the players. SILENTGOLD, like AUTOGOLD, is toggled on and off. When on the thief will automatically, and without anyone knowing, take 10% of a defeated monsters gold. This will work regardless of whether the thief played any part in the defeat of the monster, or is even a member of the group which defeated the monster. Also, the gold taken is "off the top" of any gold which may be obtained while the thief is part of a group.

Silent AutoLoot

===Silent AutoLoot===
Domain: Stealing
Available: Burglar(16) Pirate(18) Thief(18)
Allows: Theft Mastery
UseCost: Mana (66)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: SILENTLOOT
Usage: SILENTLOOT
Examples: silentloot
Description: This command is similar to the AUTOLOOT command, which allows a player to automatically take items from the corpse of a defeated monster. SILENTLOOT, like AUTOLOOT, is toggled on and off. When on the thief will automatically, and without anyone knowing, take one of a defeated monsters items. This will work regardless of whether the thief played any part in the defeat of the monster, or is even a member of the group which defeated the monster.

Silent Drop

===Silent Drop===
Domain: Stealthy
Available: Burglar(17)
Allows: Stealthy
UseCost: Mana (33) Movement (33)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: SILENTDROP, SDROP
Usage: SILENTDROP "TARGET ITEM"
Examples: silentdrop gold
Description: This command is similar to the drop command, except that the thief is able to drop the item without anyone else knowing about it.

Silent Open

===Silent Open===
Domain: Stealthy
Available: Burglar(18)
Allows: Stealthy
UseCost: Mana (34) Movement (34)
Quality: Circumstantial
Targets: Items Exits
Range: Touch, or not applicable
Commands: SILENTOPEN, SOPEN
Usage: SILENTOPEN "TARGET ITEM"
Examples: silentopen door
Description: This command is similar to the open command, except that the thief is able to open the container or door without anyone else knowing about it.

Silent Running

===Silent Running===
Domain: Stealthy
Available: Pirate(30)
Allows: Stealthy
UseCost: Mana (40) Movement (40)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: SSNEAK, SILENTRUN
Usage: SSNEAK ("DIRECTION" ("DIRECTION")...)
Examples: ssneak

ssneak north north east east

Description: The pirate uses his superior sailing skills to rig the ship for silent running, so that no one will see the ship come into range. This skill can be used to set a course, or can be used before setting a COURSE using the mundane commands. Once the course has been followed, however, the pirate will automatically attempt to Hide Ship in the destination room.

Slick Caltrops

===Slick Caltrops===
Domain: Trapping
Available: Ninja(14)
Allows: Trapping
UseCost: Mana (25) Movement (25)
Quality: Malicious
Targets: Rooms
Range: Touch, or not applicable
Commands: SLICKCALTROPS
Usage: SLICK CALTROPS
Examples: slickcaltrops
Description: The thief drops numerous small slick metal objects on the ground around him or her. While the thief will be able to avoid them, anyone entering, leaving, advancing, or retreating from the room will be have have to avoid them or risk slipping and hitting the ground, possibly also taking heavy damage from the caltrops. This trap is permanent on owned property, but won't affect those who live there.

Slip Item

===Slip Item===
Domain: Stealing
Available: Burglar(12)
Allows: Theft Mastery Cautiously
UseCost: Mana (31) Movement (31)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: SLIPITEM
Usage: "SLIPITEM" "ITEM NAME" "TARGET NAME"
Examples: slipitem hat orc
Description: The thief will attempt to remove some item the target is wearing. If successful, the item will appear in the target's inventory. This skill is very sly, and may not be used in combat, lest the target notice what the thief is doing.

Slippery Mind

===Slippery Mind===
Domain: Evasive
Available: Arcanist(25)
Allows: Evasively
UseCost: Mana (75)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: SLIPPERYMIND
Usage: SLIPPERYMIND
Examples: slipperymind
Description: The thief manages to convince himself and others that he is utterly neutral with regard to all factions (right in the middle of the range of each of his factions).

Smugglers Hold

===Smugglers Hold===
Domain: Stealthy
Available: Pirate(22)
Allows: Stealthy
UseCost: Mana (36) Movement (36)
Quality: Circumstantial
Targets: Rooms
Range: Touch, or not applicable
Commands: BUILDHOLD, SMUGGLERSHOLD
Usage: BUILDSMUGGLERSHOLD "DIRECTION"
Examples: buildsmugglershold below
Description: This skill allows a pirate on their ship to build a secret smugglers hold on their ship. A pirate may only build one such hold on their ship, ever. This requires 500 pounds of wood.

Sneak

===Sneak===
Domain: Stealthy
Available: Arcanist(4) Assassin(4) Burglar(4) Jester(10) Monk(6) Ninja(4) Pirate(5) Reliquist(4) Thief(4) Trapper(6)
Allows: Shadow AutoSneak Stealthy
UseCost: Movement (54)
Quality: Circumstantial
Targets:
Range: Touch, or not applicable
Commands: SNEAK
Usage: SNEAK "DIRECTION"
Examples: sneak e
Description: The thief attempts to sneak in the indicated direction. If successful, he or she will not be seen when entering the room. Also, a sneak attempt automatically invokes a hide attempt. The success of a sneak attempt can depend on the level of the mobs in the room the thief is trying to sneak into, and on the thiefs stealth expertise.

Sneak Attack

===Sneak Attack===
Domain: Dirty Fighting
Available: Assassin(3) Thief(2) Trapper(9)
Allows: Dirty Fighting Combat Fluidity
UseCost: Mana (52)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: This skill allows the thief to deliver a more accurate attack and extra damage when attacking from a hidden position.

Snipe

===Snipe===
Domain: Dirty Fighting
Available: Trapper(22)
Allows: Dirty Fighting Combat Fluidity
UseCost: Mana (50) Movement (50)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: SNIPE
Usage: SNIPE "TARGET NAME"
Examples: snipe orc
Description: If the thief is unseen (hidden especially) by the target, then a sneaky ranged strike can be made. Following the shot, the thief will instantly try to recover their hidden position. The target will be totally unaware of where the attack came from.

Spying

===Spying===
Domain: Stealthy
Available: Assassin(10)
Allows: Mark Spying Stealthy
UseCost: Mana (30) Movement (30)
Quality: Sometimes Beneficial
Targets: Creatures
Range: Touch, or not applicable
Commands: SPYING, SPY
Usage: SPYING "TARGET"
Examples: spy bob
Description: The thief, by lip reading and discreet over-the-shoulder glaces, is able to read anything the target reads while they are both in the same room. The thief must remain unnoticed by the target. Otherwise, this skill lasts indefinitely once the thief has figured out how to spy on the target. The level of player the thief can spy on depends, in part, on stealth expertise.

Squatting

===Squatting===
Domain: Criminal
Available: Thief(25)
Allows: Criminal Deviousness
UseCost: Mana (37) Movement (37)
Quality: Circumstantial
Targets: Creatures
Range: Touch, or not applicable
Commands: SQUAT, SQUATTING
Usage: SQUATTING
Examples: squat
Description: To use this skill, the player must be sitting on a piece of property that is, or was once for sale. If it is owned by another player or clan, then an owner must be online when squatting begins, and must have either their PK flag set, or be in a clan war. After a mud month of continuous sitting, the property will change ownership. Property belonging to another player will go back on the market. Property on the market will belong to the squatter.

Steal

===Steal===
Domain: Stealing
Available: Bard(23) Burglar(11) Jester(21) Pirate(11) Thief(11)
Allows: Improved Steal Theft Mastery Cautiously
UseCost: Mana (30) Movement (30)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: STEAL
Usage: STEAL "ITEM NAME" "TARGET NAME"
Examples: steal paper orc
Description: The thief will attempt to pilfer some item from the inventory of the target. This skill can not be used in combat, and works best when the target can not see the thief. This skill is almost always successful if the target is incapacitated (asleep, knocked out, bound, etc).

Steal Boon

===Steal Boon===
Domain: Stealing
Available: Reliquist(21)
Allows: Theft Mastery
UseCost: Mana (35) Movement (35)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: STEALBOON, BSTEAL
Usage: STEALBOON "PRAYER NAME" "TARGET NAME"
Examples: stealboon orc

bsteal Sanctuary orc bsteal all orc

Description: The thief will attempt to tap into the raw divine power of a holy item presently being held in order to pilfer a divine magical effect from the target and onto themselves. This skill can not be used in combat, and works best when the target can not see the thief. This skill is almost always successful if the target is incapacitated (asleep, knocked out, bound, etc). This skill has a small chance of depleting the item.

Strategic Retreat

===Strategic Retreat===
Domain: Dirty Fighting
Available: Artisan(1) Ninja(4) Trapper(5)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: FREEFLEE, STRATEGICRETREAT
Usage: FREEFLEE ("DIRECTION")
Examples: freeflee
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. Unlike FLEE, this command may be used without experience loss, provided the proficiency check is passed.

Strip Item

===Strip Item===
Domain: Stealing
Available: Burglar(21)
Allows: Theft Mastery
UseCost: Movement (71)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: STRIPITEM
Usage: "STRIPITEM" "ITEM NAME" "TARGET NAME"
Examples: stripitem hat orc
Description: The thief will attempt to remove some item the target is wearing. If successful, the item will appear in the target's inventory. This skill is blatant, and may be used during combat.

Superstition

===Superstition===
Domain: Combat Lore
Available: Pirate(1)
Allows: Combat Lore
UseCost: Mana (51)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: SUPERSTITION
Usage: SUPERSTITION "PHRASE TO SAY"
Examples: superstition i am the most awesome pirate in the whole wide world!
Description: This skill reflects the superstitious nature of the character. Once the superstition is set up in the character's mind, the character must perform the superstition once per day to receive a bonus to skills and combat ability. Failing to perform the superstition once per day will give an equal negative to skills and combat ability. Superstition does not affect the character until it is intentionally set up the first time. Afterward it is set, it will always affect the character, either positively, or negatively. To set up the superstition, the character needs to be wearing at least 3 items of armor, and then invoke the command with some phrase that the character will need to say to become lucky. The phrase can be anything, but needs to have at least 5 words and be at least 30 characters long. Once the superstition is set up, invoking the command in the future will remind the character about the phrase and the item of armor they must wear whenever saying the phrase to satisfy the superstition.

Surrender

===Surrender===
Domain: Influential
Available: Thief(14)
Allows: Influencing
UseCost: Mana (64)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: SURRENDER
Usage: SURRENDER
Examples: surrender
Description: A unique thief skills which allows him or her to toss shiny coins at his opponents for allowing the thief to leave combat without losing experience.

Swipe gold

===Swipe gold===
Domain: Stealing
Available: Bard(19) Burglar(1) Charlatan(2) Jester(19) Thief(1)
Allows: Theft Mastery Cautiously Improved Swipe AutoSwipe
UseCost: Mana (25) Movement (25)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: SWIPE
Usage: SWIPE "TARGET NAME"
Examples: swipe orc
Description: The thief will attempt to pocket some of a target's gold. This skill can not be used in combat, and works best when the target can not see the thief. This skill is almost always successful if the target is incapacitated (asleep, knocked out, bound, etc).

Tag Turf

===Tag Turf===
Domain: Street Smarts
Available: Burglar(5)
Allows: Street Lore
UseCost: Mana (27) Movement (27)
Quality: Circumstantial
Targets: Rooms
Range: Touch, or not applicable
Commands: TAGTURF, TURFTAG
Usage: TAGTURF (UNTAG)
Examples: tagturf

tagturf untag

Description: The thief tags this place as their "turf" or, if they are a part of a clan, their clan's "turf". Other thieves will not be able to use their skills here. The tag can only be seen by the tagging thief, and those who can see hidden things. A tag can be removed only by a turf war.

Tap Room

===Tap Room===
Domain: Alert
Available: Assassin(21)
Allows: Vigilantly
UseCost: Mana (35) Movement (35)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch - Range 50
Commands: TAPROOM
Usage:
Examples: taproom
Description: The thief is able to use two glass drinking cups and some sort of raw cloth to stretch a long tapline between the room he wishes to tap, and some destination room. The distance the line can be stretched depends upon the thieves level and alertness expertise. If, while stretching the line, the thief runs out of either cloth or distance allowance, the second cup must be put down. At the destination, the thief will hear, through the second cup, all that is said in the room where the skill was involved, where the first cup was hidden.

Tar And Feather

===Tar And Feather===
Domain: Legal
Available: Gaoler(14)
Allows: Legal Lore
UseCost: Mana (50) Movement (50)
Quality: Malicious
Targets: Items Creatures
Range: Touch, or not applicable
Commands: TARANDFEATHER, TAR
Usage: TAR "TARGET"
Examples: TAR Orc
Description: The player with this skill is able to cover the target with tar and feathers, making the wearing of equipment impossible for the duration. The target must not be wearing clothes for the skill to work. They must also be bound or prone.

Trap Immunity

===Trap Immunity===
Domain: Find/Remove Traps
Available: Trapper(25)
Allows: Trap Disabling
UseCost: Mana (75)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: As the Thief's proficiency grows, he or she becomes more and more immune to traps and bombs.

Trophy Count

===Trophy Count===
Domain: Combat Lore
Available: Minstrel(6) Trapper(2)
Allows: Combat Lore
UseCost: Mana (52)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: TROPHYCOUNT
Usage:
Examples:
Description: Uage : TROPHYCOUNT

Example : trophycount

The thief has the ability to keep track of their racial kills. The player may use the TROPHYCOUNT command to review the log of kills.

Turf War

===Turf War===
Domain: Street Smarts
Available: Burglar(11)
Allows: Street Lore
UseCost: Mana (30) Movement (30)
Quality: Circumstantial
Targets: Rooms
Range: Touch, or not applicable
Commands: TURFWAR
Usage: TURFWAR
Examples: turfwar
Description: The thief declares the tagged room he is in to be in dispute. Any turf tag on the room will be removed unless the thief who tagged the room successfully defends the turf in combat. After declaring the turf war, the tagging thief will be notified that it is in dispute. The tagger has until the expiration of the war to respond to the challenge. As soon as the tagger arrives in the disputed room, the tagger and the challenger will immediately be entered into combat. The combat will be non-lethal, with the loser merely being recalled instead of dying. After combat begins, the first combatant to be forced from the disputed room (e.g. by non-lethal "death"), will be the winner.


A TurfWar can only be infrequently declared.

Underground Connections

===Underground Connections===
Domain: Street Smarts
Available: Burglar(2)
Allows: Street Lore
UseCost: Mana (26) Movement (26)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: UNDERGROUNDCONNECTIONS
Usage: UNDERGROUNDCONNECTIONS
Examples: undergroundconnections
Description: The thief contacts his or her underground connections within the city. The connections arrange quick (though seldom comfortable) transportation outside the current area into an adjoining one. The thief and group members will make the trip in an environment free from the restrictions of law, geas, or spells, and without being harassed by the local law or any other aggressive monsters.

Underwater Sounds

===Underwater Sounds===
Domain: Water Lore
Available:
Allows: Water Lore
UseCost: Mana (50)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Allows the player to use the Listen skill under water.

Use Poison

===Use Poison===
Domain: Poisoning
Available: Arcanist(8) Assassin(12) Jester(8) Thief(7) Trapper(7)
Allows: Poisoning
UseCost: Mana (28) Movement (28)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: POISON, USEPOISON
Usage: POISON "ITEM NAME" "POISON SOURCE"
Examples: poison sword beesting

poison waterskin beesting

Description: This allows the player to poison a weapon, food, or drink with a pre-prepared poison source. The Apothecary skill must be used to create the poison. After that, the poison may be applied, where it will persist for a short time on weapons, and forever on food and drink.

Use Potion

===Use Potion===
Domain: Poisoning
Available: Arcanist(18) Reliquist(18)
Allows: Poisoning
UseCost: Mana (34) Movement (34)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: POTION, USEPOTION
Usage: USEPOTION "ITEM NAME" "POTION NAME"
Examples: poison sword "potion of cause light wounds"

poison waterskin "potion of cause light wounds"

Description: This allows the player to apply a potion to a weapon, food, or drink with a pre-prepared magical or divine potion as a source. It will persist for a short time on weapons, and forever on food and drink.

Walk The Plank

===Walk The Plank===
Domain: Sea Travel
Available: Pirate(8)
Allows: Ranged Sailing Reduced Sailing Power Sailing Extended Sailing
UseCost: Mana (58)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: WALKTHEPLANK, PLANK
Usage: WALKTHEPLANK ("TARGET NAME")
Examples: WALKTHEPLANK orc
Description: Allows the thief to force the target to walk the plank on the ship they currently occupy. The thief must be permitted to attack the target to force them to walk, but they must also be one of the following:

1. Wanted for a crime on the ship

2. Bound or Held

3. A non-combatant foreign entity on the thiefs ship.

4. The last foreign entity on the thiefs ship.

5. The last single resident of the ship the thief is on, when the thief has friends also on the ship.

Warning Shot

===Warning Shot===
Domain: Influential
Available: Pirate(18)
Allows: Influencing
UseCost: Movement (68)
Quality: Circumstantial
Targets: Items
Range: Touch, or not applicable
Commands: WARNINGSHOT
Usage: WARNINGSHOT ("TARGET NAME")
Examples: warningshot pirate
Description: The pirate immediately fires all the siege weapons on the deck of his or ship across the bow of either the ship he/she is in combat with, or the named target. This also gives the sailor an idea of how strong his ship is compared to the target.

Weapon Snatch

===Weapon Snatch===
Domain: Stealing
Available: Monk(20) Thief(19)
Allows: Theft Mastery
UseCost: Movement (65)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: SNATCH
Usage: SNATCH "TARGET NAME"
Examples: snatch orc
Description: The thief attempts to disarm the target, flinging their weapon into the air so that it can be caught by the thieves other hand.

Wenching

===Wenching===
Domain: Influential
Available: Pirate(6)
Allows: Influencing
UseCost: Mana (28) Movement (28)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands: WENCHING
Usage: WENCHING ("TARGET NAME") ("GENDER")
Examples: wenching

wenching barkeeper wenching male

Description: This thief makes a, hmm, well, a financial "proposition" to a bar patron, such as a bartender or a drunk patron, of the proper sex. After paying the proper fee, the thief will feel relaxed, confident, and lucky, having better saving throws or a full day. With no target, the skill will look for an alcohol wielding wench of the opposite sex. If a gender is specified, the wench must be of that gender.

Whip Strip

===Whip Strip===
Domain: Stealing
Available: Reliquist(24)
Allows: Theft Mastery
UseCost: Movement (74)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: WHIPSTRIP
Usage: WHIPSTRIP "ITEM NAME" "TARGET NAME"
Examples: whipstrip sword orc
Description: When using a leather flailed weapon in combat, this skill will allow the next attack to be be slung around the target worn item, stripping from the target and flinging it to the ground.

Whiplash

===Whiplash===
Domain: Dirty Fighting
Available: Barbarian(15) Gaoler(15) Reliquist(5) Templar(20)
Allows: Dirty Fighting Combat Fluidity
UseCost: Movement (55)
Quality: Malicious
Targets: Creatures
Range: Touch, or not applicable
Commands: WHIPLASH
Usage: WHIPLASH "TARGET NAME"
Examples: whiplash orc
Description: When using a leather flailed weapon in combat, this skill will allow the next attack to be delivered with brutal efficiency, having an enhanced attack and damage bonus, as well as a chance to scar the target.

Wild Tag Turf

===Wild Tag Turf===
Domain: Racial Ability
Available:
Allows:
UseCost: Mana (25) Movement (25)
Quality: Circumstantial
Targets: Rooms
Range: Touch, or not applicable
Commands: WILDTAG, WTAGTURF, WTURFTAG, WILDTAGTURF, WILDTURFTAG
Usage: WILDTAG (UNTAG)
Examples: wildtag

wildtag untag

Description: The creature tags this place as their "turf" or, if they are a part of a clan, their clan's "turf". Other players creatures will not be able to use some of their skills here, specifically those in either the animal affinity and racial ability domains. The tag can only be seen by the tagging creature, and those who can see hidden things.

Wilderness Sounds

===Wilderness Sounds===
Domain: Nature Lore
Available: Trapper(9)
Allows: Nature Lore
UseCost: Mana (59)
Quality: Sometimes Beneficial
Targets: Caster only
Range: Touch, or not applicable
Commands:
Usage:
Examples:
Description: Allows the player to use the Listen skill in outdoor areas such as forests, plains, etc.